/*
* Copyright (C) 2013-2015 DeathCore <http://www.noffearrdeathproject.net/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include "Common.h"
#include "DatabaseEnv.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Opcodes.h"
#include "Log.h"
#include "UpdateMask.h"
#include "World.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Player.h"
#include "Pet.h"
#include "Unit.h"
#include "Totem.h"
#include "Spell.h"
#include "DynamicObject.h"
#include "Group.h"
#include "Guild.h"
#include "UpdateData.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "SharedDefines.h"
#include "LootMgr.h"
#include "VMapFactory.h"
#include "Battleground.h"
#include "Util.h"
#include "TemporarySummon.h"
#include "Vehicle.h"
#include "SpellAuraEffects.h"
#include "ScriptMgr.h"
#include "ConditionMgr.h"
#include "DisableMgr.h"
#include "SpellScript.h"
#include "InstanceScript.h"
#include "SpellInfo.h"
#include "DB2Stores.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"

extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS];

SpellDestination::SpellDestination()
{
	_position.Relocate(0, 0, 0, 0);
	_transportGUID = 0;
	_transportOffset.Relocate(0, 0, 0, 0);
}

SpellDestination::SpellDestination(float x, float y, float z, float orientation, uint32 mapId)
{
	_position.Relocate(x, y, z, orientation);
	_transportGUID = 0;
	_position.m_mapId = mapId;
}

SpellDestination::SpellDestination(Position const& pos)
{
	_position.Relocate(pos);
	_transportGUID = 0;
}

SpellDestination::SpellDestination(WorldObject const& wObj)
{
	_transportGUID = wObj.GetTransGUID();
	_transportOffset.Relocate(wObj.GetTransOffsetX(), wObj.GetTransOffsetY(), wObj.GetTransOffsetZ(), wObj.GetTransOffsetO());
	_position.Relocate(wObj);
	_position.SetOrientation(wObj.GetOrientation());
}

SpellCastTargets::SpellCastTargets() : m_elevation(0), m_speed(0), m_strTarget()
{
	m_objectTarget = NULL;
	m_itemTarget = NULL;

	m_selectionGUID = 0;
	m_objectTargetGUID = 0;
	m_itemTargetGUID = 0;
	m_itemTargetEntry = 0;

	m_targetMask = 0;
}

SpellCastTargets::~SpellCastTargets()
{
}

void SpellCastTargets::Read(ByteBuffer& data, Unit* caster)
{
	data >> m_targetMask;

	if (m_targetMask == TARGET_FLAG_NONE)
		return;

	if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNIT_MINIPET | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_CORPSE_ALLY))
		data.readPackGUID(m_objectTargetGUID);

	if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
		data.readPackGUID(m_itemTargetGUID);

	if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
	{
		data.readPackGUID(m_src._transportGUID);
		if (m_src._transportGUID)
			data >> m_src._transportOffset.PositionXYZStream();
		else
			data >> m_src._position.PositionXYZStream();
	}
	else
	{
		m_src._transportGUID = caster->GetTransGUID();
		if (m_src._transportGUID)
			m_src._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO());
		else
			m_src._position.Relocate(caster);
	}

	if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
	{
		data.readPackGUID(m_dst._transportGUID);
		if (m_dst._transportGUID)
			data >> m_dst._transportOffset.PositionXYZStream();
		else
			data >> m_dst._position.PositionXYZStream();
	}
	else
	{
		m_dst._transportGUID = caster->GetTransGUID();
		if (m_dst._transportGUID)
			m_dst._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO());
		else
			m_dst._position.Relocate(caster);
	}

	if (m_targetMask & TARGET_FLAG_STRING)
		data >> m_strTarget;

	Update(caster);
}

void SpellCastTargets::Write(ByteBuffer& data)
{
	data << uint32(m_targetMask);

	if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_CORPSE_ALLY | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_UNIT_MINIPET))
		data.appendPackGUID(m_objectTargetGUID);

	if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
	{
		if (m_itemTarget)
			data.append(m_itemTarget->GetPackGUID());
		else
			data << uint8(0);
	}

	if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
	{
		data.appendPackGUID(m_src._transportGUID); // relative position guid here - transport for example
		if (m_src._transportGUID)
			data << m_src._transportOffset.PositionXYZStream();
		else
			data << m_src._position.PositionXYZStream();
	}

	if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
	{
		data.appendPackGUID(m_dst._transportGUID); // relative position guid here - transport for example
		if (m_dst._transportGUID)
			data << m_dst._transportOffset.PositionXYZStream();
		else
			data << m_dst._position.PositionXYZStream();
	}

	if (m_targetMask & TARGET_FLAG_STRING)
		data << m_strTarget;
}

uint64 SpellCastTargets::GetUnitTargetGUID() const
{
	switch (GUID_HIPART(m_objectTargetGUID))
	{
	case HIGHGUID_PLAYER:
	case HIGHGUID_VEHICLE:
	case HIGHGUID_UNIT:
	case HIGHGUID_PET:
		return m_objectTargetGUID;
	default:
		return 0LL;
	}
}

Unit* SpellCastTargets::GetUnitTarget() const
{
	if (m_objectTarget)
		return m_objectTarget->ToUnit();
	return NULL;
}

void SpellCastTargets::SetUnitTarget(Unit* target)
{
	if (!target)
		return;

	m_objectTarget = target;
	m_objectTargetGUID = target->GetGUID();
	m_targetMask |= TARGET_FLAG_UNIT;
}

uint64 SpellCastTargets::GetGOTargetGUID() const
{
	switch (GUID_HIPART(m_objectTargetGUID))
	{
	case HIGHGUID_TRANSPORT:
	case HIGHGUID_MO_TRANSPORT:
	case HIGHGUID_GAMEOBJECT:
		return m_objectTargetGUID;
	default:
		return 0LL;
	}
}

GameObject* SpellCastTargets::GetGOTarget() const
{
	if (m_objectTarget)
		return m_objectTarget->ToGameObject();
	return NULL;
}


void SpellCastTargets::SetGOTarget(GameObject* target)
{
	if (!target)
		return;

	m_objectTarget = target;
	m_objectTargetGUID = target->GetGUID();
	m_targetMask |= TARGET_FLAG_GAMEOBJECT;
}

uint64 SpellCastTargets::GetCorpseTargetGUID() const
{
	switch (GUID_HIPART(m_objectTargetGUID))
	{
	case HIGHGUID_CORPSE:
		return m_objectTargetGUID;
	default:
		return 0LL;
	}
}

Corpse* SpellCastTargets::GetCorpseTarget() const
{
	if (m_objectTarget)
		return m_objectTarget->ToCorpse();
	return NULL;
}

WorldObject* SpellCastTargets::GetObjectTarget() const
{
	return m_objectTarget;
}

uint64 SpellCastTargets::GetObjectTargetGUID() const
{
	return m_objectTargetGUID;
}

uint64 SpellCastTargets::GetSelectionGUID() const
{
	return m_selectionGUID;
}

void SpellCastTargets::RemoveObjectTarget()
{
	m_objectTarget = NULL;
	m_objectTargetGUID = 0LL;
	m_targetMask &= ~(TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK);
}

void SpellCastTargets::SetItemTarget(Item* item)
{
	if (!item)
		return;

	m_itemTarget = item;
	m_itemTargetGUID = item->GetGUID();
	m_itemTargetEntry = item->GetEntry();
	m_targetMask |= TARGET_FLAG_ITEM;
}

void SpellCastTargets::SetTradeItemTarget(Player* caster)
{
	m_itemTargetGUID = uint64(TRADE_SLOT_NONTRADED);
	m_itemTargetEntry = 0;
	m_targetMask |= TARGET_FLAG_TRADE_ITEM;

	Update(caster);
}

void SpellCastTargets::UpdateTradeSlotItem()
{
	if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
	{
		m_itemTargetGUID = m_itemTarget->GetGUID();
		m_itemTargetEntry = m_itemTarget->GetEntry();
	}
}

SpellDestination const* SpellCastTargets::GetSrc() const
{
	return &m_src;
}

Position const* SpellCastTargets::GetSrcPos() const
{
	return &m_src._position;
}

void SpellCastTargets::SetSrc(float x, float y, float z)
{
	m_src = SpellDestination(x, y, z);
	m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}

void SpellCastTargets::SetSrc(Position const& pos)
{
	m_src = SpellDestination(pos);
	m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}

void SpellCastTargets::SetSrc(WorldObject const& wObj)
{
	m_src = SpellDestination(wObj);
	m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}

void SpellCastTargets::ModSrc(Position const& pos)
{
	ASSERT(m_targetMask & TARGET_FLAG_SOURCE_LOCATION);

	if (m_src._transportGUID)
	{
		Position offset;
		m_src._position.GetPositionOffsetTo(pos, offset);
		m_src._transportOffset.RelocateOffset(offset);
	}
	m_src._position.Relocate(pos);
}

void SpellCastTargets::RemoveSrc()
{
	m_targetMask &= ~(TARGET_FLAG_SOURCE_LOCATION);
}

SpellDestination const* SpellCastTargets::GetDst() const
{
	return &m_dst;
}

WorldLocation const* SpellCastTargets::GetDstPos() const
{
	return &m_dst._position;
}

void SpellCastTargets::SetDst(float x, float y, float z, float orientation, uint32 mapId)
{
	m_dst = SpellDestination(x, y, z, orientation, mapId);
	m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}

void SpellCastTargets::SetDst(Position const& pos)
{
	m_dst = SpellDestination(pos);
	m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}

void SpellCastTargets::SetDst(WorldObject const& wObj)
{
	m_dst = SpellDestination(wObj);
	m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}

void SpellCastTargets::SetDst(SpellCastTargets const& spellTargets)
{
	m_dst = spellTargets.m_dst;
	m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}

void SpellCastTargets::ModDst(Position const& pos)
{
	ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION);

	if (m_dst._transportGUID)
	{
		Position offset;
		m_dst._position.GetPositionOffsetTo(pos, offset);
		m_dst._transportOffset.RelocateOffset(offset);
	}
	m_dst._position.Relocate(pos);
}

void SpellCastTargets::RemoveDst()
{
	m_targetMask &= ~(TARGET_FLAG_DEST_LOCATION);
}

void SpellCastTargets::Update(Unit* caster)
{
	m_objectTarget = m_objectTargetGUID ? ((m_objectTargetGUID == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUID)) : NULL;

	m_itemTarget = NULL;
	if (caster->GetTypeId() == TYPEID_PLAYER)
	{
		Player* player = caster->ToPlayer();
		if (m_targetMask & TARGET_FLAG_ITEM)
			m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
		else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
			if (m_itemTargetGUID == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevents hacking slots
				if (TradeData* pTrade = player->GetTradeData())
					m_itemTarget = pTrade->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED);

		if (m_itemTarget)
			m_itemTargetEntry = m_itemTarget->GetEntry();
	}

	// update positions by transport move
	if (HasSrc() && m_src._transportGUID)
	{
		if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_src._transportGUID))
		{
			m_src._position.Relocate(transport);
			m_src._position.RelocateOffset(m_src._transportOffset);
		}
	}

	if (HasDst() && m_dst._transportGUID)
	{
		if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_dst._transportGUID))
		{
			m_dst._position.Relocate(transport);
			m_dst._position.RelocateOffset(m_dst._transportOffset);
		}
	}
}

void SpellCastTargets::OutDebug() const
{
	if (!m_targetMask)
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "No targets");

	sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "target mask: %u", m_targetMask);
	if (m_targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK))
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "Object target: " UI64FMTD, m_objectTargetGUID);
	if (m_targetMask & TARGET_FLAG_ITEM)
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "Item target: " UI64FMTD, m_itemTargetGUID);
	if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "Trade item target: " UI64FMTD, m_itemTargetGUID);
	if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "Source location: transport guid:" UI64FMTD " trans offset: %s position: %s", m_src._transportGUID, m_src._transportOffset.ToString().c_str(), m_src._position.ToString().c_str());
	if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "Destination location: transport guid:" UI64FMTD " trans offset: %s position: %s", m_dst._transportGUID, m_dst._transportOffset.ToString().c_str(), m_dst._position.ToString().c_str());
	if (m_targetMask & TARGET_FLAG_STRING)
		sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "String: %s", m_strTarget.c_str());
	sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "speed: %f", m_speed);
	sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "elevation: %f", m_elevation);
}

SpellValue::SpellValue(SpellInfo const* proto)
{
	for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		EffectBasePoints[i] = proto->Effects[i].BasePoints;
	MaxAffectedTargets = proto->MaxAffectedTargets;
	RadiusMod = 1.0f;
	AuraStackAmount = 1;
}

Spell::Spell(Unit* caster, SpellInfo const* info, TriggerCastFlags triggerFlags, uint64 originalCasterGUID, bool skipCheck) :
m_spellInfo(sSpellMgr->GetSpellForDifficultyFromSpell(info, caster)),
m_caster((info->AttributesEx6 & SPELL_ATTR6_CAST_BY_CHARMER && caster->GetCharmerOrOwner()) ? caster->GetCharmerOrOwner() : caster)
, m_spellValue(new SpellValue(m_spellInfo)), m_preGeneratedPath(PathGenerator(m_caster))
{
	m_customError = SPELL_CUSTOM_ERROR_NONE;
	m_skipCheck = skipCheck;
	m_selfContainer = NULL;
	m_referencedFromCurrentSpell = false;
	m_executedCurrently = false;
	m_needComboPoints = m_spellInfo->NeedsComboPoints();
	m_comboPointGain = 0;
	m_delayStart = 0;
	m_delayAtDamageCount = 0;

	m_applyMultiplierMask = 0;
	m_auraScaleMask = 0;

	// Get data for type of attack
	switch (m_spellInfo->DmgClass)
	{
	case SPELL_DAMAGE_CLASS_MELEE:
		if (m_spellInfo->AttributesEx3 & SPELL_ATTR3_REQ_OFFHAND)
			m_attackType = OFF_ATTACK;
		else
			m_attackType = BASE_ATTACK;
		break;
	case SPELL_DAMAGE_CLASS_RANGED:
		m_attackType = m_spellInfo->IsRangedWeaponSpell() ? RANGED_ATTACK : BASE_ATTACK;
		break;
	default:
		// Wands
		if (m_spellInfo->AttributesEx2 & SPELL_ATTR2_AUTOREPEAT_FLAG)
			m_attackType = RANGED_ATTACK;
		else
			m_attackType = BASE_ATTACK;
		break;
	}

	m_spellSchoolMask = info->GetSchoolMask();           // Can be override for some spell (wand shoot for example)

	if (m_attackType == RANGED_ATTACK)
		// wand case
		if ((m_caster->getClassMask() & CLASSMASK_WAND_USERS) != 0 && m_caster->GetTypeId() == TYPEID_PLAYER)
			if (Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK))
				m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetTemplate()->DamageType);

	if (originalCasterGUID)
		m_originalCasterGUID = originalCasterGUID;
	else
		m_originalCasterGUID = m_caster->GetGUID();

	if (m_originalCasterGUID == m_caster->GetGUID())
		m_originalCaster = m_caster;
	else
	{
		m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
		if (m_originalCaster && !m_originalCaster->IsInWorld())
			m_originalCaster = NULL;
	}

	m_spellState = SPELL_STATE_NULL;
	_triggeredCastFlags = triggerFlags;
	if (info->AttributesEx4 & SPELL_ATTR4_TRIGGERED)
		_triggeredCastFlags = TRIGGERED_FULL_MASK;

	m_CastItem = NULL;
	m_castItemGUID = 0;

	_refreshedAura = false;

	unitTarget = NULL;
	itemTarget = NULL;
	gameObjTarget = NULL;
	focusObject = NULL;
	m_cast_count = 0;
	m_glyphIndex = 0;
	m_preCastSpell = 0;
	m_triggeredByAuraSpell = NULL;
	_interruptedSpell = NULL;
	m_spellAura = NULL;
	m_changeBySoulburn = false;
	_redirected = false;
	_isReflected = false;

	//Auto Shot & Shoot (wand)
	m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell();

	m_runesState = 0;
	m_powerCost = 0;                                        // setup to correct value in Spell::prepare, must not be used before.
	m_casttime = 0;                                         // setup to correct value in Spell::prepare, must not be used before.
	m_timer = 0;                                            // will set to castime in prepare

	m_channelTargetEffectMask = 0;

	// Determine if spell can be reflected back to the caster
	// Patch 1.2 notes: Spell Reflection no longer reflects abilities
	m_canReflect = m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !(m_spellInfo->Attributes & SPELL_ATTR0_ABILITY)
		&& !(m_spellInfo->AttributesEx & SPELL_ATTR1_CANT_BE_REFLECTED) && !(m_spellInfo->Attributes & SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY)
		&& !m_spellInfo->IsPassive() && !m_spellInfo->IsPositive() && !m_spellInfo->IsTargetingArea();

	CleanupTargetList();
	memset(m_effectExecuteData, 0, MAX_SPELL_EFFECTS * sizeof(ByteBuffer*));

	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		m_destTargets[i] = SpellDestination(*m_caster);
}

Spell::~Spell()
{
	// unload scripts
	while (!m_loadedScripts.empty())
	{
		std::list<SpellScript*>::iterator itr = m_loadedScripts.begin();
		(*itr)->_Unload();
		delete (*itr);
		m_loadedScripts.erase(itr);
	}

	if (m_referencedFromCurrentSpell && m_selfContainer && *m_selfContainer == this)
	{
		// Clean the reference to avoid later crash.
		// If this error is repeating, we may have to add an ASSERT to better track down how we get into this case.
		sLog->outError(LOG_FILTER_SPELLS_AURAS, "SPELL: deleting spell for spell ID %u. However, spell still referenced.", m_spellInfo->Id);
		*m_selfContainer = NULL;
	}

	if (m_caster && m_caster->GetTypeId() == TYPEID_PLAYER)
		ASSERT(m_caster->ToPlayer()->m_spellModTakingSpell != this);

	delete m_spellValue;

	CheckEffectExecuteData();
}

void Spell::InitExplicitTargets(SpellCastTargets const& targets)
{
	m_targets = targets;
	// this function tries to correct spell explicit targets for spell
	// client doesn't send explicit targets correctly sometimes - we need to fix such spells serverside
	// this also makes sure that we correctly send explicit targets to client (removes redundant data)
	uint32 neededTargets = m_spellInfo->GetExplicitTargetMask();

	if (WorldObject* target = m_targets.GetObjectTarget())
	{
		// check if object target is valid with needed target flags
		// for unit case allow corpse target mask because player with not released corpse is a unit target
		if ((target->ToUnit() && !(neededTargets & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK)))
			|| (target->ToGameObject() && !(neededTargets & TARGET_FLAG_GAMEOBJECT_MASK))
			|| (target->ToCorpse() && !(neededTargets & TARGET_FLAG_CORPSE_MASK)))
			m_targets.RemoveObjectTarget();
	}
	else
	{
		// try to select correct unit target if not provided by client or by serverside cast
		if (neededTargets & (TARGET_FLAG_UNIT_MASK))
		{
			Unit* unit = NULL;
			// try to use player selection as a target
			if (Player* playerCaster = m_caster->ToPlayer())
			{
				// selection has to be found and to be valid target for the spell
				if (Unit* selectedUnit = ObjectAccessor::GetUnit(*m_caster, playerCaster->GetSelection()))
					if (m_spellInfo->CheckExplicitTarget(m_caster, selectedUnit) == SPELL_CAST_OK)
						unit = selectedUnit;
			}
			// try to use attacked unit as a target
			else if ((m_caster->GetTypeId() == TYPEID_UNIT) && neededTargets & (TARGET_FLAG_UNIT_ENEMY | TARGET_FLAG_UNIT))
				unit = m_caster->GetVictim();

			// didn't find anything - let's use self as target
			if (!unit && neededTargets & (TARGET_FLAG_UNIT_RAID | TARGET_FLAG_UNIT_PARTY | TARGET_FLAG_UNIT_ALLY))
				unit = m_caster;

			m_targets.SetUnitTarget(unit);
		}
	}

	// check if spell needs dst target
	if (neededTargets & TARGET_FLAG_DEST_LOCATION)
	{
		// and target isn't set
		if (!m_targets.HasDst())
		{
			// try to use unit target if provided
			if (WorldObject* target = targets.GetObjectTarget())
				m_targets.SetDst(*target);
		}
	}
	else
		m_targets.RemoveDst();

	if (neededTargets & TARGET_FLAG_SOURCE_LOCATION)
	{
		if (!targets.HasSrc())
			m_targets.SetSrc(*m_caster);
	}
	else
		m_targets.RemoveSrc();
}

void Spell::SelectExplicitTargets()
{
	// here go all explicit target changes made to explicit targets after spell prepare phase is finished
	if (Unit* target = m_targets.GetUnitTarget())
	{
		// check for explicit target redirection, for Grounding Totem for example
		if (m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT_ENEMY
			|| (m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT && !m_spellInfo->IsPositive()))
		{
			Unit* redirect;
			switch (m_spellInfo->DmgClass)
			{
			case SPELL_DAMAGE_CLASS_MAGIC:
				redirect = m_caster->GetMagicHitRedirectTarget(target, m_spellInfo);
				break;
			case SPELL_DAMAGE_CLASS_MELEE:
			case SPELL_DAMAGE_CLASS_RANGED:
				redirect = m_caster->GetMeleeHitRedirectTarget(target, m_spellInfo);
				break;
			default:
				redirect = NULL;
				break;
			}
			if (redirect && (redirect != target))
			{
				m_targets.SetUnitTarget(redirect);
				_redirected = true;
			}
		}
	}
}

void Spell::SelectSpellTargets()
{
	// select targets for cast phase
	SelectExplicitTargets();

	uint32 processedAreaEffectsMask = 0;
	for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		// not call for empty effect.
		// Also some spells use not used effect targets for store targets for dummy effect in triggered spells
		if (!m_spellInfo->Effects[i].IsEffect())
			continue;

		// set expected type of implicit targets to be sent to client
		uint32 implicitTargetMask = GetTargetFlagMask(m_spellInfo->Effects[i].TargetA.GetObjectType()) | GetTargetFlagMask(m_spellInfo->Effects[i].TargetB.GetObjectType());
		if (implicitTargetMask & TARGET_FLAG_UNIT)
			m_targets.SetTargetFlag(TARGET_FLAG_UNIT);
		if (implicitTargetMask & (TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_GAMEOBJECT_ITEM))
			m_targets.SetTargetFlag(TARGET_FLAG_GAMEOBJECT);

		SelectEffectImplicitTargets(SpellEffIndex(i), m_spellInfo->Effects[i].TargetA, processedAreaEffectsMask);
		SelectEffectImplicitTargets(SpellEffIndex(i), m_spellInfo->Effects[i].TargetB, processedAreaEffectsMask);

		// Select targets of effect based on effect type
		// those are used when no valid target could be added for spell effect based on spell target type
		// some spell effects use explicit target as a default target added to target map (like SPELL_EFFECT_LEARN_SPELL)
		// some spell effects add target to target map only when target type specified (like SPELL_EFFECT_WEAPON)
		// some spell effects don't add anything to target map (confirmed with sniffs) (like SPELL_EFFECT_DESTROY_ALL_TOTEMS)
		SelectEffectTypeImplicitTargets(i);

		if (m_targets.HasDst())
			AddDestTarget(*m_targets.GetDst(), i);

		if (m_spellInfo->IsChanneled())
		{
			uint8 mask = (1 << i);
			for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
			{
				if (ihit->effectMask & mask)
				{
					m_channelTargetEffectMask |= mask;
					break;
				}
			}
		}
		else if (m_auraScaleMask)
		{
			bool checkLvl = !m_UniqueTargetInfo.empty();
			for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end();)
			{
				// remove targets which did not pass min level check
				if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask)
				{
					// Do not check for selfcast
					if (!ihit->scaleAura && ihit->targetGUID != m_caster->GetGUID())
					{
						m_UniqueTargetInfo.erase(ihit++);
						continue;
					}
				}
				++ihit;
			}
			if (checkLvl && m_UniqueTargetInfo.empty())
			{
				SendCastResult(SPELL_FAILED_LOWLEVEL);
				finish(false);
			}
		}
	}

	if (m_targets.HasDst() && (!(m_spellInfo->AttributesCu & SPELL_ATTR0_CU_AURA_CC) || IsTriggered()))
	{
		if (m_targets.HasTraj())
		{
			float speed = m_targets.GetSpeedXY();
			if (speed > 0.0f)
				m_delayMoment = (uint64)floor(m_targets.GetDist2d() / speed * 1000.0f);
		}
		else if (m_spellInfo->Speed > 0.0f)
		{
			float dist = m_caster->GetDistance(*m_targets.GetDstPos());
			if (!(m_spellInfo->AttributesEx9 & SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
				m_delayMoment = uint64(floor(dist / m_spellInfo->Speed * 1000.0f));
			else
				m_delayMoment = uint64(m_spellInfo->Speed * 1000.0f);
		}
	}
}

void Spell::SelectEffectImplicitTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32& processedEffectMask)
{
	if (!targetType.GetTarget())
		return;

	uint32 effectMask = 1 << effIndex;
	// set the same target list for all effects
	// some spells appear to need this, however this requires more research
	switch (targetType.GetSelectionCategory())
	{
	case TARGET_SELECT_CATEGORY_NEARBY:
	case TARGET_SELECT_CATEGORY_CONE:
	case TARGET_SELECT_CATEGORY_AREA:
		// targets for effect already selected
		if (effectMask & processedEffectMask)
			return;
		// choose which targets we can select at once
		for (uint32 j = effIndex + 1; j < MAX_SPELL_EFFECTS; ++j)
		{
			SpellEffectInfo const* effects = GetSpellInfo()->Effects;
			if (effects[j].IsEffect() &&
				effects[effIndex].TargetA.GetTarget() == effects[j].TargetA.GetTarget() &&
				effects[effIndex].TargetB.GetTarget() == effects[j].TargetB.GetTarget() &&
				effects[effIndex].ImplicitTargetConditions == effects[j].ImplicitTargetConditions &&
				effects[effIndex].CalcRadius(m_caster) == effects[j].CalcRadius(m_caster) &&
				CheckScriptEffectImplicitTargets(effIndex, j))
			{
				effectMask |= 1 << j;
			}
		}
		processedEffectMask |= effectMask;
		break;
	default:
		break;
	}

	switch (targetType.GetSelectionCategory())
	{
	case TARGET_SELECT_CATEGORY_CHANNEL:
		SelectImplicitChannelTargets(effIndex, targetType);
		break;
	case TARGET_SELECT_CATEGORY_NEARBY:
		SelectImplicitNearbyTargets(effIndex, targetType, effectMask);
		break;
	case TARGET_SELECT_CATEGORY_CONE:
		SelectImplicitConeTargets(effIndex, targetType, effectMask);
		break;
	case TARGET_SELECT_CATEGORY_AREA:
		SelectImplicitAreaTargets(effIndex, targetType, effectMask);
		break;
	case TARGET_SELECT_CATEGORY_DEFAULT:
		switch (targetType.GetObjectType())
		{
		case TARGET_OBJECT_TYPE_SRC:
			switch (targetType.GetReferenceType())
			{
			case TARGET_REFERENCE_TYPE_CASTER:
				m_targets.SetSrc(*m_caster);
				break;
			default:
				ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT_SRC");
				break;
			}
			break;
		case TARGET_OBJECT_TYPE_DEST:
			switch (targetType.GetReferenceType())
			{
			case TARGET_REFERENCE_TYPE_CASTER:
				SelectImplicitCasterDestTargets(effIndex, targetType);
				break;
			case TARGET_REFERENCE_TYPE_TARGET:
				SelectImplicitTargetDestTargets(effIndex, targetType);
				break;
			case TARGET_REFERENCE_TYPE_DEST:
				SelectImplicitDestDestTargets(effIndex, targetType);
				break;
			default:
				ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT_DEST");
				break;
			}
			break;
		default:
			switch (targetType.GetReferenceType())
			{
			case TARGET_REFERENCE_TYPE_CASTER:
				SelectImplicitCasterObjectTargets(effIndex, targetType);
				break;
			case TARGET_REFERENCE_TYPE_TARGET:
				SelectImplicitTargetObjectTargets(effIndex, targetType);
				break;
			default:
				ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT");
				break;
			}
			break;
		}
		break;
	case TARGET_SELECT_CATEGORY_NYI:
		sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: target type %u, found in spellID %u, effect %u is not implemented yet!", m_spellInfo->Id, effIndex, targetType.GetTarget());
		break;
	default:
		ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target category");
		break;
	}
}

void Spell::SelectImplicitChannelTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
	if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER)
	{
		ASSERT(false && "Spell::SelectImplicitChannelTargets: received not implemented target reference type");
		return;
	}

	Spell* channeledSpell = m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
	if (!channeledSpell)
	{
		sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::SelectImplicitChannelTargets: cannot find channel spell for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
		return;
	}
	switch (targetType.GetTarget())
	{
	case TARGET_UNIT_CHANNEL_TARGET:
	{
		// Small hacking for only two spell... not getting better wayy
		if (GetSpellInfo()->Id == 79505)
		{
			Map::PlayerList const& players = GetCaster()->GetMap()->GetPlayers();
			for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
				if (Player* player = itr->getSource())
					if (player->HasAura(79505))
					{
						WorldObject* target = ObjectAccessor::GetUnit(*m_caster, player->GetGUID());
						CallScriptObjectTargetSelectHandlers(target, effIndex);
						if (target && target->ToUnit())
							AddUnitTarget(target->ToUnit(), 1 << effIndex);
						else
							sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: cannot find channel spell target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
						break;
					}
		}
		else if (GetSpellInfo()->Id == 99919)
		{
			if (Creature* alysrazor = m_caster->FindNearestCreature(52530, 5000.0f))
			{
				WorldObject* target = ObjectAccessor::GetUnit(*m_caster, alysrazor->GetGUID());
				CallScriptObjectTargetSelectHandlers(target, effIndex);
				// unit target may be no longer avalible - teleported out of map for example
				if (target && target->ToUnit())
					AddUnitTarget(target->ToUnit(), 1 << effIndex);
				else
					sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: cannot find channel spell target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
			}
		}
		else
		{
			WorldObject* target = ObjectAccessor::GetUnit(*m_caster, channeledSpell->m_targets.GetUnitTargetGUID());
			CallScriptObjectTargetSelectHandlers(target, effIndex);
			// unit target may be no longer avalible - teleported out of map for example
			if (target && target->ToUnit())
				AddUnitTarget(target->ToUnit(), 1 << effIndex);
			else
				sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: cannot find channel spell target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
		}
		break;
	}
	case TARGET_DEST_CHANNEL_TARGET:
		if (channeledSpell->m_targets.HasDst())
			m_targets.SetDst(channeledSpell->m_targets);
		else if (WorldObject* target = ObjectAccessor::GetWorldObject(*m_caster, m_originalCaster->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT)))
		{
			CallScriptObjectTargetSelectHandlers(target, effIndex);
			if (target)
				m_targets.SetDst(*target);
		}
		else
			sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: cannot find channel spell destination for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
		break;
	case TARGET_DEST_CHANNEL_CASTER:
		m_targets.SetDst(*channeledSpell->GetCaster());
		break;
	default:
		ASSERT(false && "Spell::SelectImplicitChannelTargets: received not implemented target type");
		break;
	}
}

void Spell::SelectImplicitNearbyTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
{
	if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER)
	{
		ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented target reference type");
		return;
	}

	float range = 0.0f;
	switch (targetType.GetCheckType())
	{
	case TARGET_CHECK_ENEMY:
		range = m_spellInfo->GetMaxRange(false, m_caster, this);
		break;
	case TARGET_CHECK_ALLY:
	case TARGET_CHECK_PARTY:
	case TARGET_CHECK_RAID:
	case TARGET_CHECK_RAID_CLASS:
		range = m_spellInfo->GetMaxRange(true, m_caster, this);
		break;
	case TARGET_CHECK_ENTRY:
	case TARGET_CHECK_DEFAULT:
		range = m_spellInfo->GetMaxRange(m_spellInfo->IsPositive(), m_caster, this);
		break;
	default:
		ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented selection check type");
		break;
	}

	ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions;

	// handle emergency case - try to use other provided targets if no conditions provided
	if (targetType.GetCheckType() == TARGET_CHECK_ENTRY && (!condList || condList->empty()))
	{
		sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::SelectImplicitNearbyTargets: no conditions entry for target with TARGET_CHECK_ENTRY of spell ID %u, effect %u - selecting default targets", m_spellInfo->Id, effIndex);
		switch (targetType.GetObjectType())
		{
		case TARGET_OBJECT_TYPE_GOBJ:
			if (m_spellInfo->RequiresSpellFocus)
			{
				if (focusObject)
					AddGOTarget(focusObject, effMask);
				return;
			}
			break;
		case TARGET_OBJECT_TYPE_DEST:
			if (m_spellInfo->RequiresSpellFocus)
			{
				if (focusObject)
					m_targets.SetDst(*focusObject);
				return;
			}
			break;
		default:
			break;
		}
	}

	WorldObject* target = SearchNearbyTarget(range, targetType.GetObjectType(), targetType.GetCheckType(), condList);
	if (!target)
	{
		sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::SelectImplicitNearbyTargets: cannot find nearby target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
		return;
	}

	CallScriptObjectTargetSelectHandlers(target, effIndex);

	switch (targetType.GetObjectType())
	{
	case TARGET_OBJECT_TYPE_UNIT:
		if (Unit* unitTarget = target->ToUnit())
			AddUnitTarget(unitTarget, effMask, true, false);
		break;
	case TARGET_OBJECT_TYPE_GOBJ:
		if (GameObject* gobjTarget = target->ToGameObject())
			AddGOTarget(gobjTarget, effMask);
		break;
	case TARGET_OBJECT_TYPE_DEST:
		m_targets.SetDst(*target);
		break;
	default:
		ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented target object type");
		break;
	}

	SelectImplicitChainTargets(effIndex, targetType, target, effMask);
}

void Spell::SelectImplicitConeTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
{
	if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER)
	{
		ASSERT(false && "Spell::SelectImplicitConeTargets: received not implemented target reference type");
		return;
	}
	std::list<WorldObject*> targets;
	SpellTargetObjectTypes objectType = targetType.GetObjectType();
	SpellTargetCheckTypes selectionType = targetType.GetCheckType();
	ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions;
	float coneAngle = M_PI / 2;
	float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod;

	if (uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList))
	{
		Trinity::WorldObjectSpellConeTargetCheck check(coneAngle, radius, m_caster, m_spellInfo, selectionType, condList);
		Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellConeTargetCheck> searcher(m_caster, targets, check, containerTypeMask);
		SearchTargets<Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellConeTargetCheck> >(searcher, containerTypeMask, m_caster, m_caster, radius);

		CallScriptObjectAreaTargetSelectHandlers(targets, effIndex);

		if (!targets.empty())
		{
			// Other special target selection goes here
			if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
				Trinity::Containers::RandomResizeList(targets, maxTargets);

			// for compability with older code - add only unit and go targets
			// TODO: remove this
			std::list<Unit*> unitTargets;
			std::list<GameObject*> gObjTargets;

			for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
			{
				if (Unit* unitTarget = (*itr)->ToUnit())
					unitTargets.push_back(unitTarget);
				else if (GameObject* gObjTarget = (*itr)->ToGameObject())
					gObjTargets.push_back(gObjTarget);
			}

			for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end(); ++itr)
				AddUnitTarget(*itr, effMask, false);

			for (std::list<GameObject*>::iterator itr = gObjTargets.begin(); itr != gObjTargets.end(); ++itr)
				AddGOTarget(*itr, effMask);
		}
	}
}

void Spell::SelectImplicitAreaTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
{
	Unit* referer = NULL;
	switch (targetType.GetReferenceType())
	{
	case TARGET_REFERENCE_TYPE_SRC:
	case TARGET_REFERENCE_TYPE_DEST:
	case TARGET_REFERENCE_TYPE_CASTER:
		referer = m_caster;
		break;
	case TARGET_REFERENCE_TYPE_TARGET:
		referer = m_targets.GetUnitTarget();
		break;
	case TARGET_REFERENCE_TYPE_LAST:
	{
		// find last added target for this effect
		for (std::list<TargetInfo>::reverse_iterator ihit = m_UniqueTargetInfo.rbegin(); ihit != m_UniqueTargetInfo.rend(); ++ihit)
		{
			if (ihit->effectMask & (1 << effIndex))
			{
				referer = ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
				break;
			}
		}
		break;
	}
	default:
		ASSERT(false && "Spell::SelectImplicitAreaTargets: received not implemented target reference type");
		return;
	}
	if (!referer)
		return;

	Position const* center = NULL;
	switch (targetType.GetReferenceType())
	{
	case TARGET_REFERENCE_TYPE_SRC:
		center = m_targets.GetSrcPos();
		break;
	case TARGET_REFERENCE_TYPE_DEST:
		center = m_targets.GetDstPos();
		break;
	case TARGET_REFERENCE_TYPE_CASTER:
	case TARGET_REFERENCE_TYPE_TARGET:
	case TARGET_REFERENCE_TYPE_LAST:
		center = referer;
		break;
	default:
		ASSERT(false && "Spell::SelectImplicitAreaTargets: received not implemented target reference type");
		return;
	}
	std::list<WorldObject*> targets;
	float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod;
	SearchAreaTargets(targets, radius, center, referer, targetType.GetObjectType(), targetType.GetCheckType(), m_spellInfo->Effects[effIndex].ImplicitTargetConditions);

	// Custom entries
	// TODO: remove those
	switch (m_spellInfo->Id)
	{
	case 46584: // Raise Dead
	{
		if (Player* playerCaster = m_caster->ToPlayer())
		{
			for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
			{
				switch ((*itr)->GetTypeId())
				{
				case TYPEID_UNIT:
				case TYPEID_PLAYER:
				{
					Unit* unitTarget = (*itr)->ToUnit();
					if (unitTarget->isAlive() || !playerCaster->isHonorOrXPTarget(unitTarget)
						|| ((unitTarget->GetCreatureTypeMask() & (1 << (CREATURE_TYPE_HUMANOID - 1))) == 0)
						|| (unitTarget->GetDisplayId() != unitTarget->GetNativeDisplayId()))
						break;
					AddUnitTarget(unitTarget, effMask, false);
					// no break;
				}
				case TYPEID_CORPSE: // wont work until corpses are allowed in target lists, but at least will send dest in packet
					m_targets.SetDst(*(*itr));
					return; // nothing more to do here
				default:
					break;
				}
			}
		}
		return; // don't add targets to target map
	}
	// Corpse Explosion
	case 49158:
	case 51325:
	case 51326:
	case 51327:
	case 51328:
		// check if our target is not valid (spell can target ghoul or dead unit)
		if (!(m_targets.GetUnitTarget() && m_targets.GetUnitTarget()->GetDisplayId() == m_targets.GetUnitTarget()->GetNativeDisplayId() &&
			((m_targets.GetUnitTarget()->GetEntry() == 26125 && m_targets.GetUnitTarget()->GetOwnerGUID() == m_caster->GetGUID())
			|| m_targets.GetUnitTarget()->isDead())))
		{
			// remove existing targets
			CleanupTargetList();

			for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
			{
				switch ((*itr)->GetTypeId())
				{
				case TYPEID_UNIT:
				case TYPEID_PLAYER:
					if (!(*itr)->ToUnit()->isDead())
						break;
					AddUnitTarget((*itr)->ToUnit(), 1 << effIndex, false);
					return;
				default:
					break;
				}
			}
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
				m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true);
			SendCastResult(SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW);
			finish(false);
		}
		return;
	default:
		break;
	}

	CallScriptObjectAreaTargetSelectHandlers(targets, effIndex);

	std::list<Unit*> unitTargets;
	std::list<GameObject*> gObjTargets;
	// for compability with older code - add only unit and go targets
	// TODO: remove this
	for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
	{
		if (Unit* unitTarget = (*itr)->ToUnit())
			unitTargets.push_back(unitTarget);
		else if (GameObject* gObjTarget = (*itr)->ToGameObject())
			gObjTargets.push_back(gObjTarget);
	}

	if (!unitTargets.empty())
	{
		// Special target selection for smart heals and energizes
		uint32 maxSize = 0;
		int32 power = -1;
		switch (m_spellInfo->SpellFamilyName)
		{
		case SPELLFAMILY_GENERIC:
			switch (m_spellInfo->Id)
			{
			case 99052: // Smoldering Devastation
			case 98934: // Embare Flare
			case 100648:
			case 100834:
			case 100835:
				for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end();)
				{
					if (((*itr)->GetPositionZ() > m_caster->GetPositionZ() ? ((*itr)->GetPositionZ() - m_caster->GetPositionZ()) : (m_caster->GetPositionZ() - (*itr)->GetPositionZ())) > 5.0f)
						itr = unitTargets.erase(itr);
					else
						++itr;
				}
				break;
			case 52759: // Ancestral Awakening
			case 71610: // Echoes of Light (Althor's Abacus normal version)
			case 71641: // Echoes of Light (Althor's Abacus heroic version)
			case 96966: // Eye of Blazing Power
			case 97136: // Eye of Blazing Power
			case 108000:// Windward Heart
			case 109822:// Windward Heart
			case 109825:// Windward Heart
				maxSize = 1;
				power = POWER_HEALTH;
				break;
			case 54968: // Glyph of Holy Light
				maxSize = m_spellInfo->MaxAffectedTargets;
				power = POWER_HEALTH;
				break;
			case 57669: // Replenishment
				// In arenas Replenishment may only affect the caster
				if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->InArena())
				{
					unitTargets.clear();
					unitTargets.push_back(m_caster);
					break;
				}
				maxSize = 10;
				power = POWER_MANA;
				break;
			default:
				break;
			}
			break;
		case SPELLFAMILY_PRIEST:
			if (m_spellInfo->SpellFamilyFlags[0] == 0x10000000) // Circle of Healing
			{
				maxSize = m_caster->HasAura(55675) ? 6 : 5; // Glyph of Circle of Healing
				power = POWER_HEALTH;
			}
			else if (m_spellInfo->Id == 64844) // Divine Hymn
			{
				maxSize = 3;
				power = POWER_HEALTH;
			}
			else if (m_spellInfo->Id == 64904) // Hymn of Hope
			{
				maxSize = 3;
				power = POWER_MANA;
			}
			else
				break;

			// Remove targets outside caster's raid
			for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end();)
			{
				if (!(*itr)->IsInRaidWith(m_caster))
					itr = unitTargets.erase(itr);
				else
					++itr;
			}
			break;
		case SPELLFAMILY_DRUID:
			if (m_spellInfo->SpellFamilyFlags[1] == 0x04000000) // Wild Growth
			{
				maxSize = 5;
				// Glyph of Wild Growth
				if (m_caster->HasAura(62970))
					maxSize++;
				// Tree of Life bonus
				if (m_caster->HasAura(33891))
					maxSize += 2;

				power = POWER_HEALTH;
			}
			else
				break;

			// Remove targets outside caster's raid
			for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end();)
				if (!(*itr)->IsInRaidWith(m_caster))
					itr = unitTargets.erase(itr);
				else
					++itr;
			break;
		default:
			break;
		}

		if (maxSize && power != -1)
		{
			if (Powers(power) == POWER_HEALTH)
			{
				if (unitTargets.size() > maxSize)
				{
					unitTargets.sort(Trinity::HealthPctOrderPred());
					unitTargets.resize(maxSize);
				}
			}
			else
			{
				for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end();)
					if ((*itr)->getPowerType() != (Powers)power)
						itr = unitTargets.erase(itr);
					else
						++itr;

				if (unitTargets.size() > maxSize)
				{
					unitTargets.sort(Trinity::PowerPctOrderPred((Powers)power));
					unitTargets.resize(maxSize);
				}
			}
		}

		// Other special target selection goes here
		if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
			Trinity::Containers::RandomResizeList(unitTargets, maxTargets);

		for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end(); ++itr)
			AddUnitTarget(*itr, effMask, false);
	}

	if (!gObjTargets.empty())
	{
		if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
			Trinity::Containers::RandomResizeList(gObjTargets, maxTargets);

		for (std::list<GameObject*>::iterator itr = gObjTargets.begin(); itr != gObjTargets.end(); ++itr)
			AddGOTarget(*itr, effMask);
	}
}

void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
	switch (targetType.GetTarget())
	{
	case TARGET_DEST_CASTER:
		m_targets.SetDst(*m_caster);
		return;
	case TARGET_DEST_HOME:
		if (Player* playerCaster = m_caster->ToPlayer())
			m_targets.SetDst(playerCaster->m_homebindX, playerCaster->m_homebindY, playerCaster->m_homebindZ, playerCaster->GetOrientation(), playerCaster->m_homebindMapId);
		return;
	case TARGET_DEST_DB:
		if (SpellTargetPosition const* st = sSpellMgr->GetSpellTargetPosition(m_spellInfo->Id))
		{
			// TODO: fix this check
			if (m_spellInfo->HasEffect(SPELL_EFFECT_TELEPORT_UNITS) || m_spellInfo->HasEffect(SPELL_EFFECT_BIND))
				m_targets.SetDst(st->target_X, st->target_Y, st->target_Z, st->target_Orientation, (int32)st->target_mapId);
			else if (st->target_mapId == m_caster->GetMapId())
				m_targets.SetDst(st->target_X, st->target_Y, st->target_Z, st->target_Orientation);
		}
		else
		{
			sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: unknown target coordinates for spell ID %u", m_spellInfo->Id);
			WorldObject* target = m_targets.GetObjectTarget();
			m_targets.SetDst(target ? *target : *m_caster);
		}
		return;
	case TARGET_DEST_CASTER_FISHING:
	{
		float min_dis = m_spellInfo->GetMinRange(true);
		float max_dis = m_spellInfo->GetMaxRange(true);
		float dis = (float)rand_norm() * (max_dis - min_dis) + min_dis;
		float x, y, z, angle;
		angle = (float)rand_norm() * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
		m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, angle);
		m_targets.SetDst(x, y, z, m_caster->GetOrientation());
		return;
	}
	default:
		break;
	}

	float dist;
	float angle = targetType.CalcDirectionAngle();
	float objSize = m_caster->GetObjectSize();
	if (targetType.GetTarget() == TARGET_DEST_CASTER_SUMMON)
		dist = PET_FOLLOW_DIST;
	else
		dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);

	if (dist < objSize)
		dist = objSize;
	else if (targetType.GetTarget() == TARGET_DEST_CASTER_RANDOM)
		dist = objSize + (dist - objSize) * (float)rand_norm();

	if (m_spellInfo->AttributesEx7 & SPELL_ATTR7_SUMMON_TOTEM)
		dist += m_caster->GetCombatReach();

	Position pos;
	if (targetType.GetTarget() == TARGET_DEST_CASTER_FRONT_LEAP)
		m_caster->MoveBlink(pos, dist, angle);
	else
	{
		if (!m_caster->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR))
			m_caster->GetFirstCollisionPosition(pos, dist, angle);
		else
			m_caster->GetNearPosition(pos, dist, angle, false);
		if (!m_caster->IsWithinLOS(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()))
			m_caster->GetPosition(&pos);
	}
	m_targets.SetDst(*m_caster);
	m_targets.ModDst(pos);
}

void Spell::SelectImplicitTargetDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
	WorldObject* target = m_targets.GetObjectTarget();
	switch (targetType.GetTarget())
	{
	case TARGET_DEST_TARGET_ENEMY:
	case TARGET_DEST_TARGET_ANY:
		m_targets.SetDst(*target);
		return;
	default:
		break;
	}

	float angle = targetType.CalcDirectionAngle();
	float objSize = target->GetObjectSize();
	float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
	if (dist < objSize)
		dist = objSize;
	else if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM)
		dist = objSize + (dist - objSize) * (float)rand_norm();

	Position pos;
	target->GetFirstCollisionPosition(pos, dist, angle);
	m_targets.SetDst(*target);
	m_targets.ModDst(pos);
}

void Spell::SelectImplicitDestDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
	// set destination to caster if no dest provided
	// can only happen if previous destination target could not be set for some reason
	// (not found nearby target, or channel target for example
	// maybe we should abort the spell in such case?
	if (!m_targets.HasDst())
	{
		if (targetType.GetTarget() == TARGET_DEST_DEST)
			return;
		else
			m_targets.SetDst(*m_caster);
	}

	switch (targetType.GetTarget())
	{
	case TARGET_DEST_DYNOBJ_ENEMY:
	case TARGET_DEST_DYNOBJ_ALLY:
	case TARGET_DEST_DYNOBJ_NONE:
	case TARGET_DEST_DEST:
		return;
	case TARGET_DEST_TRAJ:
		SelectImplicitTrajTargets();
		return;
	default:
		break;
	}

	float angle = targetType.CalcDirectionAngle();
	float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
	if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM)
		dist *= (float)rand_norm();

	Position pos = *m_targets.GetDstPos();
	m_caster->MovePosition(pos, dist, angle);
	m_targets.ModDst(pos);
}

void Spell::SelectImplicitCasterObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
	WorldObject* target = NULL;
	bool checkIfValid = true;

	switch (targetType.GetTarget())
	{
	case TARGET_UNIT_CASTER:
		target = m_caster;
		checkIfValid = false;
		break;
	case TARGET_UNIT_MASTER:
		target = m_caster->GetCharmerOrOwner();
		break;
	case TARGET_UNIT_PET:
		target = m_caster->GetGuardianPet();
		break;
	case TARGET_UNIT_SUMMONER:
		if (m_caster->isSummon())
			target = m_caster->ToTempSummon()->GetSummoner();
		break;
	case TARGET_UNIT_VEHICLE:
		target = m_caster->GetVehicleBase();
		break;
	case TARGET_UNIT_PASSENGER_0:
	case TARGET_UNIT_PASSENGER_1:
	case TARGET_UNIT_PASSENGER_2:
	case TARGET_UNIT_PASSENGER_3:
	case TARGET_UNIT_PASSENGER_4:
	case TARGET_UNIT_PASSENGER_5:
	case TARGET_UNIT_PASSENGER_6:
	case TARGET_UNIT_PASSENGER_7:
		if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsVehicle())
			target = m_caster->GetVehicleKit()->GetPassenger(targetType.GetTarget() - TARGET_UNIT_PASSENGER_0);
		break;
	case TARGET_UNIT_TARGET_PASSENGER:
		if (m_caster->IsVehicle())
		{
			if (Vehicle *veh = m_caster->GetVehicleKit())
			{
				SeatMap::iterator itr;
				int seatId = 0;
				for (itr = veh->Seats.begin(); itr != veh->Seats.end(); ++itr)
				{
					seatId++;
					if (target = m_caster->GetVehicleKit()->GetPassenger(seatId)) // take the first valid seat. Don't sure this is correct but maybe ? O maybe all units on seat ?
						break;
				}
			}
		}
		break;
	default:
		break;
	}

	CallScriptObjectTargetSelectHandlers(target, effIndex);

	if (target && target->ToUnit())
		AddUnitTarget(target->ToUnit(), 1 << effIndex, checkIfValid);
}

void Spell::SelectImplicitTargetObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
	ASSERT((m_targets.GetObjectTarget() || m_targets.GetItemTarget()) && "Spell::SelectImplicitTargetObjectTargets - no explicit object or item target available!");

	WorldObject* target = m_targets.GetObjectTarget();

	CallScriptObjectTargetSelectHandlers(target, effIndex);

	if (target)
	{
		if (Unit* unit = target->ToUnit())
			AddUnitTarget(unit, 1 << effIndex, true, false);
		else if (GameObject* gobj = target->ToGameObject())
			AddGOTarget(gobj, 1 << effIndex);

		SelectImplicitChainTargets(effIndex, targetType, target, 1 << effIndex);
	}
	// Script hook can remove object target and we would wrongly land here
	else if (Item* item = m_targets.GetItemTarget())
		AddItemTarget(item, 1 << effIndex);
}

void Spell::SelectImplicitChainTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, WorldObject* target, uint32 effMask)
{
	uint32 maxTargets = m_spellInfo->Effects[effIndex].ChainTarget;
	if (Player* modOwner = m_caster->GetSpellModOwner())
		modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, maxTargets, this);

	if (maxTargets > 1)
	{
		// mark damage multipliers as used
		for (uint32 k = effIndex; k < MAX_SPELL_EFFECTS; ++k)
			if (effMask & (1 << k))
				m_damageMultipliers[k] = 1.0f;
		m_applyMultiplierMask |= effMask;

		std::list<WorldObject*> targets;
		SearchChainTargets(targets, maxTargets - 1, target, targetType.GetObjectType(), targetType.GetCheckType()
			, m_spellInfo->Effects[effIndex].ImplicitTargetConditions, targetType.GetTarget() == TARGET_UNIT_TARGET_CHAINHEAL_ALLY);

		// Chain primary target is added earlier
		CallScriptObjectAreaTargetSelectHandlers(targets, effIndex);

		// for backward compability
		std::list<Unit*> unitTargets;
		for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
			if (Unit* unitTarget = (*itr)->ToUnit())
				unitTargets.push_back(unitTarget);

		for (std::list<Unit*>::iterator itr = unitTargets.begin(); itr != unitTargets.end(); ++itr)
			AddUnitTarget(*itr, effMask, false);
	}
}

float tangent(float x)
{
	x = tan(x);
	//if (x < std::numeric_limits<float>::max() && x > -std::numeric_limits<float>::max()) return x;
	//if (x >= std::numeric_limits<float>::max()) return std::numeric_limits<float>::max();
	//if (x <= -std::numeric_limits<float>::max()) return -std::numeric_limits<float>::max();
	if (x < 100000.0f && x > -100000.0f) return x;
	if (x >= 100000.0f) return 100000.0f;
	if (x <= 100000.0f) return -100000.0f;
	return 0.0f;
}

#define DEBUG_TRAJ(a) //a

void Spell::SelectImplicitTrajTargets()
{
	if (!m_targets.HasTraj())
		return;

	float dist2d = m_targets.GetDist2d();
	if (!dist2d)
		return;

	float srcToDestDelta = m_targets.GetDstPos()->m_positionZ - m_targets.GetSrcPos()->m_positionZ;

	std::list<WorldObject*> targets;
	Trinity::WorldObjectSpellTrajTargetCheck check(dist2d, m_targets.GetSrcPos(), m_caster, m_spellInfo);
	Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellTrajTargetCheck> searcher(m_caster, targets, check, GRID_MAP_TYPE_MASK_ALL);
	SearchTargets<Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellTrajTargetCheck> >(searcher, GRID_MAP_TYPE_MASK_ALL, m_caster, m_targets.GetSrcPos(), dist2d);
	if (targets.empty())
		return;

	targets.sort(Trinity::ObjectDistanceOrderPred(m_caster));

	float b = tangent(m_targets.GetElevation());
	float a = (srcToDestDelta - dist2d * b) / (dist2d * dist2d);
	if (a > -0.0001f)
		a = 0;
	DEBUG_TRAJ(sLog->outError(LOG_FILTER_SPELLS_AURAS, "Spell::SelectTrajTargets: a %f b %f", a, b);)

		float bestDist = m_spellInfo->GetMaxRange(false);

	std::list<WorldObject*>::const_iterator itr = targets.begin();
	for (; itr != targets.end(); ++itr)
	{
		if (Unit* unitTarget = (*itr)->ToUnit())
			if (m_caster == *itr || m_caster->IsOnVehicle(unitTarget) || (unitTarget)->GetVehicle())//(*itr)->IsOnVehicle(m_caster))
				continue;

		const float size = std::max((*itr)->GetObjectSize() * 0.7f, 1.0f); // 1/sqrt(3)
		// TODO: all calculation should be based on src instead of m_caster
		const float objDist2d = m_targets.GetSrcPos()->GetExactDist2d(*itr) * std::cos(m_targets.GetSrcPos()->GetRelativeAngle(*itr));
		const float dz = (*itr)->GetPositionZ() - m_targets.GetSrcPos()->m_positionZ;

		DEBUG_TRAJ(sLog->outError(LOG_FILTER_SPELLS_AURAS, "Spell::SelectTrajTargets: check %u, dist between %f %f, height between %f %f.", (*itr)->GetEntry(), objDist2d - size, objDist2d + size, dz - size, dz + size);)

			float dist = objDist2d - size;
		float height = dist * (a * dist + b);
		DEBUG_TRAJ(sLog->outError(LOG_FILTER_SPELLS_AURAS, "Spell::SelectTrajTargets: dist %f, height %f.", dist, height);)
			if (dist < bestDist && height < dz + size && height > dz - size)
			{
				bestDist = dist > 0 ? dist : 0;
				break;
			}

#define CHECK_DIST {\
	DEBUG_TRAJ(sLog->outError(LOG_FILTER_SPELLS_AURAS, "Spell::SelectTrajTargets: dist %f, height %f.", dist, height);)\
		if (dist > bestDist)\
		continue; \
		if (dist < objDist2d + size && dist > objDist2d - size)\
				{\
		bestDist = dist; \
		break; \
				}\
					}

		if (!a)
		{
			height = dz - size;
			dist = height / b;
			CHECK_DIST;

			height = dz + size;
			dist = height / b;
			CHECK_DIST;

			continue;
		}

		height = dz - size;
		float sqrt1 = b * b + 4 * a * height;
		if (sqrt1 > 0)
		{
			sqrt1 = sqrt(sqrt1);
			dist = (sqrt1 - b) / (2 * a);
			CHECK_DIST;
		}

		height = dz + size;
		float sqrt2 = b * b + 4 * a * height;
		if (sqrt2 > 0)
		{
			sqrt2 = sqrt(sqrt2);
			dist = (sqrt2 - b) / (2 * a);
			CHECK_DIST;

			dist = (-sqrt2 - b) / (2 * a);
			CHECK_DIST;
		}

		if (sqrt1 > 0)
		{
			dist = (-sqrt1 - b) / (2 * a);
			CHECK_DIST;
		}
	}

	if (m_targets.GetSrcPos()->GetExactDist2d(m_targets.GetDstPos()) > bestDist)
	{
		float x = m_targets.GetSrcPos()->m_positionX + std::cos(m_caster->GetOrientation()) * bestDist;
		float y = m_targets.GetSrcPos()->m_positionY + std::sin(m_caster->GetOrientation()) * bestDist;
		float z = m_targets.GetSrcPos()->m_positionZ + bestDist * (a * bestDist + b);

		if (itr != targets.end())
		{
			float distSq = (*itr)->GetExactDistSq(x, y, z);
			float sizeSq = (*itr)->GetObjectSize();
			sizeSq *= sizeSq;
			DEBUG_TRAJ(sLog->outError(LOG_FILTER_SPELLS_AURAS, "Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
				if (distSq > sizeSq)
				{
					float factor = 1 - sqrt(sizeSq / distSq);
					x += factor * ((*itr)->GetPositionX() - x);
					y += factor * ((*itr)->GetPositionY() - y);
					z += factor * ((*itr)->GetPositionZ() - z);

					distSq = (*itr)->GetExactDistSq(x, y, z);
					DEBUG_TRAJ(sLog->outError(LOG_FILTER_SPELLS_AURAS, "Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
				}
		}

		Position trajDst;
		trajDst.Relocate(x, y, z, m_caster->GetOrientation());
		m_targets.ModDst(trajDst);
	}

	if (Vehicle* veh = m_caster->GetVehicleKit())
		veh->SetLastShootPos(*m_targets.GetDstPos());
}

void Spell::SelectEffectTypeImplicitTargets(uint8 effIndex)
{
	// special case for SPELL_EFFECT_SUMMON_RAF_FRIEND and SPELL_EFFECT_SUMMON_PLAYER
	// TODO: this is a workaround - target shouldn't be stored in target map for those spells
	switch (m_spellInfo->Effects[effIndex].Effect)
	{
	case SPELL_EFFECT_SUMMON_RAF_FRIEND:
	case SPELL_EFFECT_SUMMON_PLAYER:
		if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->GetSelection())
		{
			WorldObject* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetSelection());

			CallScriptObjectTargetSelectHandlers(target, SpellEffIndex(effIndex));

			if (target && target->ToPlayer())
				AddUnitTarget(target->ToUnit(), 1 << effIndex, false);
		}
		return;
	default:
		break;
	}

	// select spell implicit targets based on effect type
	if (!m_spellInfo->Effects[effIndex].GetImplicitTargetType())
		return;

	uint32 targetMask = m_spellInfo->Effects[effIndex].GetMissingTargetMask();

	if (!targetMask)
		return;

	WorldObject* target = NULL;

	switch (m_spellInfo->Effects[effIndex].GetImplicitTargetType())
	{
		// add explicit object target or self to the target map
	case EFFECT_IMPLICIT_TARGET_EXPLICIT:
		// player which not released his spirit is Unit, but target flag for it is TARGET_FLAG_CORPSE_MASK
		if (targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK))
		{
			if (Unit* unitTarget = m_targets.GetUnitTarget())
				target = unitTarget;
			else if (targetMask & TARGET_FLAG_CORPSE_MASK)
			{
				if (Corpse* corpseTarget = m_targets.GetCorpseTarget())
				{
					// TODO: this is a workaround - corpses should be added to spell target map too, but we can't do that so we add owner instead
					if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID()))
						target = owner;
				}
			}
			else //if (targetMask & TARGET_FLAG_UNIT_MASK)
				target = m_caster;
		}
		if (targetMask & TARGET_FLAG_ITEM_MASK)
		{
			if (Item* itemTarget = m_targets.GetItemTarget())
				AddItemTarget(itemTarget, 1 << effIndex);
			return;
		}
		if (targetMask & TARGET_FLAG_GAMEOBJECT_MASK)
			target = m_targets.GetGOTarget();
		break;
		// add self to the target map
	case EFFECT_IMPLICIT_TARGET_CASTER:
		if (targetMask & TARGET_FLAG_UNIT_MASK)
			target = m_caster;
		break;
	default:
		break;
	}

	CallScriptObjectTargetSelectHandlers(target, SpellEffIndex(effIndex));

	if (target)
	{
		if (target->ToUnit())
			AddUnitTarget(target->ToUnit(), 1 << effIndex, false);
		else if (target->ToGameObject())
			AddGOTarget(target->ToGameObject(), 1 << effIndex);
	}
}

uint32 Spell::GetSearcherTypeMask(SpellTargetObjectTypes objType, ConditionList* condList)
{
	// this function selects which containers need to be searched for spell target
	uint32 retMask = GRID_MAP_TYPE_MASK_ALL;

	// filter searchers based on searched object type
	switch (objType)
	{
	case TARGET_OBJECT_TYPE_UNIT:
	case TARGET_OBJECT_TYPE_UNIT_AND_DEST:
	case TARGET_OBJECT_TYPE_CORPSE:
	case TARGET_OBJECT_TYPE_CORPSE_ENEMY:
	case TARGET_OBJECT_TYPE_CORPSE_ALLY:
		retMask &= GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE | GRID_MAP_TYPE_MASK_CREATURE;
		break;
	case TARGET_OBJECT_TYPE_GOBJ:
	case TARGET_OBJECT_TYPE_GOBJ_ITEM:
		retMask &= GRID_MAP_TYPE_MASK_GAMEOBJECT;
		break;
	default:
		break;
	}
	if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_DEAD))
		retMask &= ~GRID_MAP_TYPE_MASK_CORPSE;
	if (m_spellInfo->AttributesEx3 & SPELL_ATTR3_ONLY_TARGET_PLAYERS)
		retMask &= GRID_MAP_TYPE_MASK_CORPSE | GRID_MAP_TYPE_MASK_PLAYER;
	if (m_spellInfo->AttributesEx3 & SPELL_ATTR3_ONLY_TARGET_GHOSTS)
		retMask &= GRID_MAP_TYPE_MASK_PLAYER;

	if (condList)
		retMask &= sConditionMgr->GetSearcherTypeMaskForConditionList(*condList);
	return retMask;
}

template<class SEARCHER>
void Spell::SearchTargets(SEARCHER& searcher, uint32 containerMask, Unit* referer, Position const* pos, float radius)
{
	if (!containerMask)
		return;

	// search world and grid for possible targets
	bool searchInGrid = containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_GAMEOBJECT);
	bool searchInWorld = containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE);
	if (searchInGrid || searchInWorld)
	{
		float x, y;
		x = pos->GetPositionX();
		y = pos->GetPositionY();

		CellCoord p(Trinity::ComputeCellCoord(x, y));
		Cell cell(p);
		cell.SetNoCreate();

		Map& map = *(referer->GetMap());

		if (searchInWorld)
		{
			TypeContainerVisitor<SEARCHER, WorldTypeMapContainer> world_object_notifier(searcher);
			cell.Visit(p, world_object_notifier, map, radius, x, y);
		}
		if (searchInGrid)
		{
			TypeContainerVisitor<SEARCHER, GridTypeMapContainer >  grid_object_notifier(searcher);
			cell.Visit(p, grid_object_notifier, map, radius, x, y);
		}
	}
}

WorldObject* Spell::SearchNearbyTarget(float range, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionList* condList)
{
	WorldObject* target = NULL;
	uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList);
	if (!containerTypeMask)
		return NULL;
	Trinity::WorldObjectSpellNearbyTargetCheck check(range, m_caster, m_spellInfo, selectionType, condList);
	Trinity::WorldObjectLastSearcher<Trinity::WorldObjectSpellNearbyTargetCheck> searcher(m_caster, target, check, containerTypeMask);
	SearchTargets<Trinity::WorldObjectLastSearcher<Trinity::WorldObjectSpellNearbyTargetCheck> >(searcher, containerTypeMask, m_caster, m_caster, range);
	return target;
}

void Spell::SearchAreaTargets(std::list<WorldObject*>& targets, float range, Position const* position, Unit* referer, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionList* condList)
{
	uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList);
	if (!containerTypeMask)
		return;
	Trinity::WorldObjectSpellAreaTargetCheck check(range, position, m_caster, referer, m_spellInfo, selectionType, condList);
	Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellAreaTargetCheck> searcher(m_caster, targets, check, containerTypeMask);
	SearchTargets<Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellAreaTargetCheck> >(searcher, containerTypeMask, m_caster, position, range);
}

void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTargets, WorldObject* target, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectType, ConditionList* condList, bool isChainHeal)
{
	// max dist for jump target selection
	float jumpRadius = 0.0f;
	switch (m_spellInfo->DmgClass)
	{
	case SPELL_DAMAGE_CLASS_RANGED:
		// 7.5y for multi shot
		jumpRadius = 7.5f;
		break;
	case SPELL_DAMAGE_CLASS_MELEE:
		if (GetSpellInfo()->RangeEntry != sSpellRangeStore.LookupEntry(2) && GetSpellInfo()->SchoolMask != SPELL_SCHOOL_MASK_NORMAL)
			jumpRadius = 10.0f;
		else
			// 5y for swipe, cleave and similar
			jumpRadius = 5.0f;
		break;
	case SPELL_DAMAGE_CLASS_NONE:
	case SPELL_DAMAGE_CLASS_MAGIC:
		// 12.5y for chain heal spell since 3.2 patch
		if (isChainHeal)
			jumpRadius = 12.5f;
		// 10y as default for magic chain spells
		else
			jumpRadius = 10.0f;
		break;
	}

	// chain lightning/heal spells and similar - allow to jump at larger distance and go out of los
	bool isBouncingFar = (m_spellInfo->AttributesEx4 & SPELL_ATTR4_AREA_TARGET_CHAIN
		|| m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE
		|| m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC);

	// max dist which spell can reach
	float searchRadius = jumpRadius;
	if (isBouncingFar)
		searchRadius *= chainTargets;

	std::list<WorldObject*> tempTargets;
	SearchAreaTargets(tempTargets, searchRadius, target, m_caster, objectType, selectType, condList);
	tempTargets.remove(target);

	// remove targets which are always invalid for chain spells
	// for some spells allow only chain targets in front of caster (swipe for example)
	if (!isBouncingFar)
	{
		for (std::list<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end();)
		{
			std::list<WorldObject*>::iterator checkItr = itr++;
			if (!m_caster->HasInArc(static_cast<float>(M_PI), *checkItr))
				tempTargets.erase(checkItr);
		}
	}

	while (chainTargets)
	{
		// try to get unit for next chain jump
		std::list<WorldObject*>::iterator foundItr = tempTargets.end();
		// get unit with highest hp deficit in dist
		if (isChainHeal)
		{
			uint32 maxHPDeficit = 0;
			for (std::list<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr)
			{
				if (Unit* unitTarget = (*itr)->ToUnit())
				{
					uint32 deficit = unitTarget->GetMaxHealth() - unitTarget->GetHealth();
					if ((deficit && (deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unitTarget, jumpRadius) && target->IsWithinLOSInMap(unitTarget)))
					{
						foundItr = itr;
						maxHPDeficit = deficit;
					}
				}
			}
		}
		// get closest object
		else
		{
			for (std::list<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr)
			{
				if (foundItr == tempTargets.end())
				{
					if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr))
						foundItr = itr;
				}
				else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr))
					foundItr = itr;
			}
		}
		// not found any valid target - chain ends
		if (foundItr == tempTargets.end())
			break;
		target = *foundItr;
		tempTargets.erase(foundItr);
		targets.push_back(target);
		--chainTargets;
	}
}

void Spell::prepareDataForTriggerSystem(AuraEffect const* /*triggeredByAura*/)
{
	//==========================================================================================
	// Now fill data for trigger system, need know:
	// can spell trigger another or not (m_canTrigger)
	// Create base triggers flags for Attacker and Victim (m_procAttacker, m_procVictim and m_procEx)
	//==========================================================================================

	m_procVictim = m_procAttacker = 0;
	// Get data for type of attack and fill base info for trigger
	switch (m_spellInfo->DmgClass)
	{
	case SPELL_DAMAGE_CLASS_MELEE:
		m_procAttacker = PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS;
		if (m_attackType == OFF_ATTACK)
			m_procAttacker |= PROC_FLAG_DONE_OFFHAND_ATTACK;
		else
			m_procAttacker |= PROC_FLAG_DONE_MAINHAND_ATTACK;
		m_procVictim = PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS;
		break;
	case SPELL_DAMAGE_CLASS_RANGED:
		// Auto attack
		if (m_spellInfo->AttributesEx2 & SPELL_ATTR2_AUTOREPEAT_FLAG)
		{
			m_procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK;
			m_procVictim = PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK;
		}
		else // Ranged spell attack
		{
			m_procAttacker = PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS;
			m_procVictim = PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS;
		}
		break;
	default:
		if (m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON &&
			m_spellInfo->EquippedItemSubClassMask & (1 << ITEM_SUBCLASS_WEAPON_WAND)
			&& m_spellInfo->AttributesEx2 & SPELL_ATTR2_AUTOREPEAT_FLAG) // Wands auto attack
		{
			m_procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK;
			m_procVictim = PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK;
		}
		// For other spells trigger procflags are set in Spell::DoAllEffectOnTarget
		// Because spell positivity is dependant on target
	}
	m_procEx = PROC_EX_NONE;

	// Hunter trap spells - activation proc for Lock and Load, Entrapment and Misdirection
	if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER &&
		(m_spellInfo->SpellFamilyFlags[0] & 0x18 ||     // Freezing and Frost Trap, Freezing Arrow
		m_spellInfo->Id == 57879 ||                     // Snake Trap - done this way to avoid double proc
		m_spellInfo->SpellFamilyFlags[2] & 0x00024000)) // Explosive and Immolation Trap
	{
		m_procAttacker |= PROC_FLAG_DONE_TRAP_ACTIVATION;
		m_procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG;
	}

	/* Effects which are result of aura proc from triggered spell cannot proc
	to prevent chain proc of these spells */

	// Hellfire Effect - trigger as DOT
	if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[0] & 0x00000040)
	{
		m_procAttacker = PROC_FLAG_DONE_PERIODIC;
		m_procVictim = PROC_FLAG_TAKEN_PERIODIC;
	}

	// Ranged autorepeat attack is set as triggered spell - ignore it
	if (!(m_procAttacker & PROC_FLAG_DONE_RANGED_AUTO_ATTACK))
	{
		if (_triggeredCastFlags & TRIGGERED_DISALLOW_PROC_EVENTS &&
			(m_spellInfo->AttributesEx2 & SPELL_ATTR2_TRIGGERED_CAN_TRIGGER_PROC ||
			m_spellInfo->AttributesEx3 & SPELL_ATTR3_TRIGGERED_CAN_TRIGGER_PROC_2))
			m_procEx |= PROC_EX_INTERNAL_CANT_PROC;
		else if (_triggeredCastFlags & TRIGGERED_DISALLOW_PROC_EVENTS)
			m_procEx |= PROC_EX_INTERNAL_TRIGGERED;
	}
	// Totem casts require spellfamilymask defined in spell_proc_event to proc
	if (m_originalCaster && m_caster != m_originalCaster && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isTotem() && m_caster->IsControlledByPlayer())
		m_procEx |= PROC_EX_INTERNAL_REQ_FAMILY;
}

void Spell::CleanupTargetList()
{
	m_UniqueTargetInfo.clear();
	m_UniqueGOTargetInfo.clear();
	m_UniqueItemInfo.clear();
	m_delayMoment = 0;
}

void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*= true*/, bool implicit /*= true*/)
{
	for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
		if (!m_spellInfo->Effects[effIndex].IsEffect() || !CheckEffectTarget(target, effIndex))
			effectMask &= ~(1 << effIndex);

	// no effects left
	if (!effectMask)
		return;

	if (checkIfValid && !_redirected)
		if (m_spellInfo->CheckTarget(m_caster, target, implicit) != SPELL_CAST_OK)
			return;

	// Check for effect immune skip if immuned
	for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
		if (target->IsImmunedToSpellEffect(m_spellInfo, effIndex))
			effectMask &= ~(1 << effIndex);

	uint64 targetGUID = target->GetGUID();

	// Lookup target in already in list
	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (targetGUID == ihit->targetGUID)             // Found in list
		{
			ihit->effectMask |= effectMask;             // Immune effects removed from mask
			ihit->scaleAura = false;
			if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask && m_caster != target)
			{
				SpellInfo const* auraSpell = sSpellMgr->GetSpellInfo(sSpellMgr->GetFirstSpellInChain(m_spellInfo->Id));
				if (uint32(target->getLevel() + 10) >= auraSpell->SpellLevel)
					ihit->scaleAura = true;
			}
			return;
		}
	}

	// This is new target calculate data for him

	// Get spell hit result on target
	TargetInfo targetInfo;
	targetInfo.targetGUID = targetGUID;                         // Store target GUID
	targetInfo.effectMask = effectMask;                         // Store all effects not immune
	targetInfo.processed = false;                              // Effects not apply on target
	targetInfo.alive = target->isAlive();
	targetInfo.damage = 0;
	targetInfo.crit = false;
	targetInfo.scaleAura = false;
	if (m_auraScaleMask && targetInfo.effectMask == m_auraScaleMask && m_caster != target)
	{
		SpellInfo const* auraSpell = sSpellMgr->GetSpellInfo(sSpellMgr->GetFirstSpellInChain(m_spellInfo->Id));
		if (uint32(target->getLevel() + 10) >= auraSpell->SpellLevel)
			targetInfo.scaleAura = true;
	}

	// Calculate hit result
	if (m_originalCaster)
	{
		targetInfo.missCondition = m_originalCaster->SpellHitResult(target, m_spellInfo, m_canReflect);
		if (m_skipCheck && targetInfo.missCondition != SPELL_MISS_IMMUNE)
			targetInfo.missCondition = SPELL_MISS_NONE;
	}
	else
		targetInfo.missCondition = SPELL_MISS_EVADE; //SPELL_MISS_NONE;

	// Spell have speed - need calculate incoming time
	// Incoming time is zero for self casts. At least I think so.
	if (m_spellInfo->Speed > 0.0f && m_caster != target)
	{
		// calculate spell incoming interval
		// TODO: this is a hack
		float dist = m_caster->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());

		if (dist < 5.0f)
			dist = 5.0f;

		if (!(m_spellInfo->AttributesEx9 & SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
			targetInfo.timeDelay = uint64(floor(dist / m_spellInfo->Speed * 1000.0f));
		else
			targetInfo.timeDelay = uint64(m_spellInfo->Speed * 1000.0f);

		// Calculate minimum incoming time
		if (m_delayMoment == 0 || m_delayMoment > targetInfo.timeDelay)
			m_delayMoment = targetInfo.timeDelay;
	}
	else if (!IsTriggered() && m_spellInfo->AttributesCu & SPELL_ATTR0_CU_AURA_CC)
	{
		targetInfo.timeDelay = 100;
		m_delayMoment = 100;
	}
	else
		targetInfo.timeDelay = 0LL;

	// If target reflect spell back to caster
	if (targetInfo.missCondition == SPELL_MISS_REFLECT)
	{
		// Calculate reflected spell result on caster
		targetInfo.reflectResult = m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect);

		if (targetInfo.reflectResult == SPELL_MISS_REFLECT)     // Impossible reflect again, so simply deflect spell
			targetInfo.reflectResult = SPELL_MISS_PARRY;

		_isReflected = true;

		// Increase time interval for reflected spells by 1.5
		targetInfo.timeDelay += targetInfo.timeDelay >> 1;
	}
	else
		targetInfo.reflectResult = SPELL_MISS_NONE;

	// Add target to list
	m_UniqueTargetInfo.push_back(targetInfo);
}

void Spell::AddGOTarget(GameObject* go, uint32 effectMask)
{
	for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
	{
		if (!m_spellInfo->Effects[effIndex].IsEffect())
			effectMask &= ~(1 << effIndex);
		else
		{
			switch (m_spellInfo->Effects[effIndex].Effect)
			{
			case SPELL_EFFECT_GAMEOBJECT_DAMAGE:
			case SPELL_EFFECT_GAMEOBJECT_REPAIR:
			case SPELL_EFFECT_GAMEOBJECT_SET_DESTRUCTION_STATE:
				if (go->GetGoType() != GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING)
					effectMask &= ~(1 << effIndex);
				break;
			default:
				break;
			}
		}
	}

	if (!effectMask)
		return;

	uint64 targetGUID = go->GetGUID();

	// Lookup target in already in list
	for (std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
	{
		if (targetGUID == ihit->targetGUID)                 // Found in list
		{
			ihit->effectMask |= effectMask;                 // Add only effect mask
			return;
		}
	}

	// This is new target calculate data for him

	GOTargetInfo target;
	target.targetGUID = targetGUID;
	target.effectMask = effectMask;
	target.processed = false;                              // Effects not apply on target

	// Spell have speed - need calculate incoming time
	if (m_spellInfo->Speed > 0.0f)
	{
		// calculate spell incoming interval
		float dist = m_caster->GetDistance(go->GetPositionX(), go->GetPositionY(), go->GetPositionZ());
		if (dist < 5.0f)
			dist = 5.0f;

		if (!(m_spellInfo->AttributesEx9 & SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
			target.timeDelay = uint64(floor(dist / m_spellInfo->Speed * 1000.0f));
		else
			target.timeDelay = uint64(m_spellInfo->Speed * 1000.0f);

		if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
			m_delayMoment = target.timeDelay;
	}
	else
		target.timeDelay = 0LL;

	// Add target to list
	m_UniqueGOTargetInfo.push_back(target);
}

void Spell::AddItemTarget(Item* item, uint32 effectMask)
{
	for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
		if (!m_spellInfo->Effects[effIndex].IsEffect())
			effectMask &= ~(1 << effIndex);

	// no effects left
	if (!effectMask)
		return;

	// Lookup target in already in list
	for (std::list<ItemTargetInfo>::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
	{
		if (item == ihit->item)                            // Found in list
		{
			ihit->effectMask |= effectMask;                 // Add only effect mask
			return;
		}
	}

	// This is new target add data

	ItemTargetInfo target;
	target.item = item;
	target.effectMask = effectMask;

	m_UniqueItemInfo.push_back(target);
}

void Spell::AddDestTarget(SpellDestination const& dest, uint32 effIndex)
{
	m_destTargets[effIndex] = dest;
}

void Spell::DoAllEffectOnTarget(TargetInfo* target)
{
	if (!target || target->processed)
		return;

	target->processed = true;                               // Target checked in apply effects procedure

	// Get mask of effects for target
	uint8 mask = target->effectMask;

	Unit* unit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
	if (!unit)
	{
		uint8 farMask = 0;
		// create far target mask
		for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
			if (m_spellInfo->Effects[i].IsFarUnitTargetEffect())
				if ((1 << i) & mask)
					farMask |= (1 << i);

		if (!farMask)
			return;
		// find unit in world
		unit = ObjectAccessor::FindUnit(target->targetGUID);
		if (!unit)
			return;

		// do far effects on the unit
		// can't use default call because of threading, do stuff as fast as possible
		for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
			if (farMask & (1 << i))
				HandleEffects(unit, NULL, NULL, i, SPELL_EFFECT_HANDLE_HIT_TARGET_FIRST);

		for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
			if (farMask & (1 << i))
				HandleEffects(unit, NULL, NULL, i, SPELL_EFFECT_HANDLE_HIT_TARGET);
		return;
	}

	if (unit->isAlive() != target->alive)
		return;

	if (getState() == SPELL_STATE_DELAYED && !m_spellInfo->IsPositive() && (getMSTime() - target->timeDelay) <= unit->m_lastSanctuaryTime)
		return;                                             // No missinfo in that case

	// Get original caster (if exist) and calculate damage/healing from him data
	Unit* caster = m_originalCaster ? m_originalCaster : m_caster;

	// Skip if m_originalCaster not avaiable
	if (!caster)
		return;

	SpellMissInfo missInfo = target->missCondition;

	// Need init unitTarget by default unit (can changed in code on reflect)
	// Or on missInfo != SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
	unitTarget = unit;

	// Reset damage/healing counter
	m_damage = target->damage;
	m_healing = -target->damage;

	// Fill base trigger info
	uint32 procAttacker = m_procAttacker;
	uint32 procVictim = m_procVictim;
	uint32 procEx = m_procEx;

	m_spellAura = NULL; // Set aura to null for every target-make sure that pointer is not used for unit without aura applied

	//Spells with this flag cannot trigger if effect is casted on self
	bool canEffectTrigger = !(m_spellInfo->AttributesEx3 & SPELL_ATTR3_CANT_TRIGGER_PROC) && unitTarget->CanProc() && CanExecuteTriggersOnHit(mask);
	Unit* spellHitTarget = NULL;

	if (missInfo == SPELL_MISS_NONE)                          // In case spell hit target, do all effect on that target
		spellHitTarget = unit;
	else if (missInfo == SPELL_MISS_REFLECT)                // In case spell reflect from target, do all effect on caster (if hit)
	{
		if (target->reflectResult == SPELL_MISS_NONE)       // If reflected spell hit caster -> do all effect on him
		{
			spellHitTarget = m_caster;
			if (m_caster->GetTypeId() == TYPEID_UNIT)
				m_caster->ToCreature()->LowerPlayerDamageReq(target->damage);
		}
	}

	if (spellHitTarget)
	{
		SpellMissInfo missInfo2 = DoSpellHitOnUnit(spellHitTarget, mask, target->scaleAura);
		if (missInfo2 != SPELL_MISS_NONE)
		{
			m_caster->SendSpellMiss(unit, m_spellInfo->Id, missInfo2);
			m_damage = 0;
			spellHitTarget = NULL;
		}
	}

	// Do not take combo points on dodge and miss
	if (missInfo != SPELL_MISS_NONE && m_needComboPoints &&
		m_targets.GetUnitTargetGUID() == target->targetGUID)
	{
		m_needComboPoints = false;
		// Restore spell mods for a miss/dodge/parry Cold Blood
		// TODO: check how broad this rule should be
		if (m_caster->GetTypeId() == TYPEID_PLAYER && (missInfo == SPELL_MISS_MISS ||
			missInfo == SPELL_MISS_DODGE || missInfo == SPELL_MISS_PARRY))
			m_caster->ToPlayer()->RestoreSpellMods(this, 14177);
	}

	// Trigger info was not filled in spell::preparedatafortriggersystem - we do it now
	if (canEffectTrigger && !procAttacker && !procVictim)
	{
		bool positive = true;
		if (m_damage > 0)
			positive = false;
		else if (!m_healing)
		{
			for (uint8 i = 0; i< MAX_SPELL_EFFECTS; ++i)
				// If at least one effect negative spell is negative hit
				if (mask & (1 << i) && !m_spellInfo->IsPositiveEffect(i))
				{
					positive = false;
					break;
				}
		}
		switch (m_spellInfo->DmgClass)
		{
		case SPELL_DAMAGE_CLASS_MAGIC:
			if (positive)
			{
				procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS;
				procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS;
			}
			else
			{
				procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG;
				procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG;
			}
			break;
		case SPELL_DAMAGE_CLASS_NONE:
			if (positive)
			{
				procAttacker |= PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS;
				procVictim |= PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS;
				if (!(m_spellSchoolMask & SPELL_SCHOOL_MASK_NORMAL))
				{
					procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS;
					procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS;
				}
			}
			else
			{
				procAttacker |= PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG;
				procVictim |= PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG;
				if (!(m_spellSchoolMask & SPELL_SCHOOL_MASK_NORMAL))
				{
					procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG;
					procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG;
				}
			}
			break;
		}
	}
	CallScriptOnHitHandlers();

	// All calculated do it!
	// Do healing and triggers
	if (m_healing > 0)
	{
		bool crit = caster->isSpellCrit(unitTarget, m_spellInfo, m_spellSchoolMask);
		uint32 addhealth = m_healing;
		if (crit)
		{
			procEx |= PROC_EX_CRITICAL_HIT;
			addhealth = caster->SpellCriticalHealingBonus(m_spellInfo, addhealth, NULL);
		}
		else
			procEx |= PROC_EX_NORMAL_HIT;

		// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
		if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
			caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell, NULL, true);

		int32 gain = caster->HealBySpell(unitTarget, m_spellInfo, addhealth, crit);
		unitTarget->getHostileRefManager().threatAssist(caster, float(gain) * 0.5f, m_spellInfo);
		m_healing = gain;
	}
	// Do damage and triggers
	else if (m_damage > 0)
	{
		// Fill base damage struct (unitTarget - is real spell target)
		SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);

		// Add bonuses and fill damageInfo struct
		caster->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo, m_attackType, target->crit);
		caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);

		// Send log damage message to client
		caster->SendSpellNonMeleeDamageLog(&damageInfo);

		procEx |= createProcExtendMask(&damageInfo, missInfo);
		if (_interruptedSpell)
			procEx |= PROC_EX_INTERRUPT;
		else if (_refreshedAura)
			procEx |= PROC_EX_REFRESH_AURA;

		procVictim |= PROC_FLAG_TAKEN_DAMAGE;

		// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
		if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
		{
			caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, damageInfo.absorb, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
			// Will have to see if this turns out to be correct
			if (caster->GetOwner() && caster->isHunterPet())
				caster->GetOwner()->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, damageInfo.absorb, m_attackType, m_spellInfo, m_triggeredByAuraSpell, _interruptedSpell);

			if (caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->Attributes & SPELL_ATTR0_STOP_ATTACK_TARGET) == 0 &&
				(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED))
				caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx);
		}

		m_damage = damageInfo.damage;
		m_true_damage = damageInfo.damage + damageInfo.absorb;

		caster->DealSpellDamage(&damageInfo, true);
	}
	// Passive spell hits/misses or active spells only misses (only triggers)
	else
	{
		// Fill base damage struct (unitTarget - is real spell target)
		SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
		procEx |= createProcExtendMask(&damageInfo, missInfo);
		if (_interruptedSpell)
			procEx |= PROC_EX_INTERRUPT;
		else if (_refreshedAura)
			procEx |= PROC_EX_REFRESH_AURA;

		// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
		if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
			caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell, _interruptedSpell);

		// Failed Pickpocket, reveal rogue
		if (missInfo == SPELL_MISS_RESIST && m_spellInfo->AttributesCu & SPELL_ATTR0_CU_PICKPOCKET && unitTarget->GetTypeId() == TYPEID_UNIT)
		{
			m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
			if (unitTarget->ToCreature()->IsAIEnabled)
				unitTarget->ToCreature()->AI()->AttackStart(m_caster);
		}
	}

	if (missInfo != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
	{
		bool combatStart = !(m_spellInfo->AttributesEx3 & SPELL_ATTR3_NO_INITIAL_AGGRO) && !(m_spellInfo->AttributesEx & SPELL_ATTR1_NO_THREAT)
			&& (!(m_spellInfo->AttributesEx4 & SPELL_ATTR4_TRIGGERED) || (m_triggeredByAuraSpell && m_triggeredByAuraSpell->IsChanneled()));

		m_caster->CombatStart(unit, combatStart);
		// Log last spell that caused combat
		if (combatStart)
		{
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				m_caster->ToPlayer()->m_lastCombatspell = m_spellInfo->Id;
				m_caster->ToPlayer()->m_lastCombatCaster = m_caster->GetName();
			}
			if (unit->GetTypeId() == TYPEID_PLAYER)
			{
				unit->ToPlayer()->m_lastCombatspell = m_spellInfo->Id;
				unit->ToPlayer()->m_lastCombatCaster = m_caster->GetName();
			}
		}

		if (m_spellInfo->AttributesCu & SPELL_ATTR0_CU_AURA_CC)
			if (!unit->IsStandState())
				unit->SetStandState(UNIT_STAND_STATE_STAND);
	}

	if (spellHitTarget)
	{
		//AI functions
		if (spellHitTarget->GetTypeId() == TYPEID_UNIT)
		{
			if (spellHitTarget->ToCreature()->IsAIEnabled)
				spellHitTarget->ToCreature()->AI()->SpellHit(m_caster, m_spellInfo);

			// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
			// ignore pets or autorepeat/melee casts for speed (not exist quest for spells (hm...)
			if (m_originalCaster && m_originalCaster->IsControlledByPlayer() && !spellHitTarget->ToCreature()->isPet() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
				if (Player* p = m_originalCaster->GetCharmerOrOwnerPlayerOrPlayerItself())
					p->CastedCreatureOrGO(spellHitTarget->GetEntry(), spellHitTarget->GetGUID(), m_spellInfo->Id);
		}

		if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsAIEnabled)
			m_caster->ToCreature()->AI()->SpellHitTarget(spellHitTarget, m_spellInfo);

		// Needs to be called after dealing damage/healing to not remove breaking on damage auras
		DoTriggersOnSpellHit(spellHitTarget, mask);

		// if target is fallged for pvp also flag caster if a player
		if (unit->IsPvP() && m_caster->GetTypeId() == TYPEID_PLAYER)
			m_caster->ToPlayer()->UpdatePvP(true);

		CallScriptAfterHitHandlers();
	}
}

SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleAura)
{
	if (!unit || !effectMask)
		return SPELL_MISS_EVADE;

	// For delayed spells immunity may be applied between missile launch and hit - check immunity for that case
	if ((m_spellInfo->Speed || m_delayMoment) && (unit->IsImmunedToDamage(m_spellInfo) || unit->IsImmunedToSpell(m_spellInfo)))
		return SPELL_MISS_IMMUNE;

	if (m_originalCaster && m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC)
	{
		SpellMissInfo missInfo = m_originalCaster->MagicSpellHitResult(unit, m_spellInfo);
		if (missInfo == SPELL_MISS_MISS)
			return SPELL_MISS_MISS;
	}

	// disable effects to which unit is immune
	SpellMissInfo returnVal = SPELL_MISS_IMMUNE;
	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			if (unit->IsImmunedToSpellEffect(m_spellInfo, effectNumber))
				effectMask &= ~(1 << effectNumber);

	if (!effectMask)
		return returnVal;

	PrepareScriptHitHandlers();
	CallScriptBeforeHitHandlers();

	if (Player* player = unit->ToPlayer())
	{
		player->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, m_spellInfo->Id);
		player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id, 0, 0, m_caster);
		player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id);
		player->UpdateGuildAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id, 0, 0, m_caster);
		player->UpdateGuildAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id);
	}

	if (Player* player = m_caster->ToPlayer())
	{
		player->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_CASTER, m_spellInfo->Id);
		player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2, m_spellInfo->Id, 0, 0, unit);
	}

	if (m_caster != unit)
	{
		// Recheck  UNIT_FLAG_NON_ATTACKABLE for delayed spells
		if ((m_spellInfo->Speed || m_delayMoment) && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) && unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
			return SPELL_MISS_EVADE;

		// There might be another attribute used for this (NO_INITIAL_AGGRO | NO_INITIAL_THREAT)
		if (m_caster->_IsValidAttackTarget(unit, m_spellInfo))
		{
			if (!(m_spellInfo->AttributesEx & SPELL_ATTR1_NOT_BREAK_STEALTH) || m_spellInfo->AttributesCu & SPELL_ATTR0_CU_AURA_CC)
			{
				unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
				// Hackfix
				unit->RemoveAurasDueToSpell(66);
			}
		}
		else if (m_caster->IsFriendlyTo(unit))
		{
			// for delayed spells ignore negative spells (after duel end) for friendly targets
			// TODO: this cause soul transfer bugged
			if ((m_spellInfo->Speed || m_delayMoment) && unit->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->IsPositive())
				return SPELL_MISS_EVADE;

			// assisting case, healing and resurrection
			if (unit->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
			{
				m_caster->SetContestedPvP();
				if (m_caster->GetTypeId() == TYPEID_PLAYER)
					m_caster->ToPlayer()->UpdatePvP(true);
			}
			if (unit->isInCombat() && !(m_spellInfo->AttributesEx3 & SPELL_ATTR3_NO_INITIAL_AGGRO) && !(m_spellInfo->AttributesEx & SPELL_ATTR1_NO_THREAT)
				&& (!(m_spellInfo->AttributesEx4 & SPELL_ATTR4_TRIGGERED) || (m_triggeredByAuraSpell && m_triggeredByAuraSpell->IsChanneled())))
			{
				m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit);
				unit->getHostileRefManager().threatAssist(m_caster, 0.0f);
				if (m_caster->GetTypeId() == TYPEID_PLAYER)
				{
					m_caster->ToPlayer()->m_lastCombatspell = m_spellInfo->Id;
					m_caster->ToPlayer()->m_lastCombatCaster = m_caster->GetName();
				}
			}
		}
	}

	uint8 aura_effmask = 0;
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		if (effectMask & (1 << i) && m_spellInfo->Effects[i].IsUnitOwnedAuraEffect())
			aura_effmask |= 1 << i;

	if (aura_effmask)
	{
		// Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
		m_diminishGroups = GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell);
		if (m_diminishGroups.size())
		{
			DiminishingLevels highestLevel = DIMINISHING_LEVEL_1;
			for (std::list<DiminishingGroup>::iterator itr = m_diminishGroups.begin(); itr != m_diminishGroups.end(); itr++)
			{
				if (*itr == DIMINISHING_NONE)
					continue;

				m_diminishLevel = unit->GetDiminishing(*itr);
				if (m_diminishLevel > highestLevel || !m_diminishGroup)
				{
					highestLevel = m_diminishLevel;
					m_diminishGroup = *itr;
				}
			}
			if (m_diminishGroup)
			{
				m_diminishLevel = highestLevel;
				DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup);
				// Increase Diminishing on unit, current informations for actually casts will use values above
				if ((type == DRTYPE_PLAYER && unit->GetCharmerOrOwnerPlayerOrPlayerItself()) || type == DRTYPE_ALL)
				{
					for (std::list<DiminishingGroup>::iterator itr = m_diminishGroups.begin(); itr != m_diminishGroups.end(); itr++)
						unit->IncrDiminishing(*itr);
				}
			}
		}

		// Select rank for aura with level requirements only in specific cases
		// Unit has to be target only of aura effect, both caster and target have to be players, target has to be other than unit target
		SpellInfo const* aurSpellInfo = m_spellInfo;
		int32 basePoints[3];
		if (scaleAura)
		{
			aurSpellInfo = m_spellInfo->GetAuraRankForLevel(unitTarget->getLevel());
			ASSERT(aurSpellInfo);
			for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
			{
				basePoints[i] = aurSpellInfo->Effects[i].BasePoints;
				if (m_spellInfo->Effects[i].Effect != aurSpellInfo->Effects[i].Effect)
				{
					aurSpellInfo = m_spellInfo;
					break;
				}
			}
		}

		if (m_originalCaster)
		{
			bool refresh = false;
			m_spellAura = Aura::TryRefreshStackOrCreate(aurSpellInfo, effectMask, unit,
				m_originalCaster, (aurSpellInfo == m_spellInfo) ? &m_spellValue->EffectBasePoints[0] : &basePoints[0], m_CastItem, 0, &refresh);
			_refreshedAura = refresh;
			if (m_spellAura)
			{
				// Set aura stack amount to desired value
				if (m_spellValue->AuraStackAmount > 1)
				{
					if (!refresh)
						m_spellAura->SetStackAmount(m_spellValue->AuraStackAmount);
					else
						m_spellAura->ModStackAmount(m_spellValue->AuraStackAmount);
				}

				m_spellAura->SetChangeBySoulBurn(m_changeBySoulburn);

				// Now Reduce spell duration using data received at spell hit
				int32 duration = m_spellAura->GetMaxDuration();
				int32 limitduration = GetDiminishingReturnsLimitDuration(m_diminishGroup, aurSpellInfo);
				float diminishMod = unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel, limitduration);

				// unit is immune to aura if it was diminished to 0 duration
				if (diminishMod == 0.0f)
				{
					m_spellAura->Remove();
					bool found = false;
					for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
						if (effectMask & (1 << i) && m_spellInfo->Effects[i].Effect != SPELL_EFFECT_APPLY_AURA)
							found = true;
					if (!found)
						return SPELL_MISS_IMMUNE;
				}
				else
				{
					for (std::list<DiminishingGroup>::iterator itr = m_diminishGroups.begin(); itr != m_diminishGroups.end(); itr++)
						((UnitAura*)m_spellAura)->SetDiminishGroup(*itr);

					bool positive = m_spellAura->GetSpellInfo()->IsPositive();
					if (AuraApplication* aurApp = m_spellAura->GetApplicationOfTarget(m_originalCaster->GetGUID()))
						positive = aurApp->IsPositive();

					duration = m_originalCaster->ModSpellDuration(aurSpellInfo, unit, duration, positive, effectMask);

					if (duration > 0)
					{
						// Haste modifies duration of channeled spells
						if (m_spellInfo->IsChanneled())
						{
							if (m_spellInfo->AttributesEx5 & SPELL_ATTR5_HASTE_AFFECT_DURATION)
								m_originalCaster->ModSpellCastTime(aurSpellInfo, duration, this);
						}
						// Haste modifies duration of spells
						else if (m_spellInfo->AttributesEx5 & SPELL_ATTR5_HASTE_AFFECT_DURATION)
						{
							int32 origDuration = duration;
							duration = 0;
							for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
								if (AuraEffect const* eff = m_spellAura->GetEffect(i))
									if (int32 amplitude = eff->GetAmplitude())  // amplitude is hastened by UNIT_MOD_CAST_SPEED
									{
										int32 ticks = std::max(int32(floor((float(origDuration) / float(amplitude)) + 0.5f)), 1);
										duration = std::max(ticks * amplitude, duration);
									}

							// if there is no periodic effect
							if (!duration)
								duration = int32(origDuration * m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED));
						}
					}

					if (duration != m_spellAura->GetMaxDuration())
					{
						m_spellAura->SetMaxDuration(duration);
						m_spellAura->SetDuration(duration);
					}
					m_spellAura->_RegisterForTargets();

					if (m_spellInfo->IsChanneled() && !m_spellInfo->IsPositive())
						for (int i = 0; i < MAX_SPELL_EFFECTS; ++i)
							if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
							{
								SendChannelStart(duration);
								break;
							}
				}
			}
		}
	}

	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(unit, NULL, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET_FIRST);

	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(unit, NULL, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);

	return SPELL_MISS_NONE;
}

void Spell::DoTriggersOnSpellHit(Unit* unit, uint8 effMask)
{
	// Apply additional spell effects to target
	// TODO: move this code to scripts
	if (m_preCastSpell)
	{
		// Paladin immunity shields
		if (m_preCastSpell == 61988)
			// Cast Forbearance
			m_caster->CastSpell(unit, 25771, true);

		if (sSpellMgr->GetSpellInfo(m_preCastSpell))
			// Blizz seems to just apply aura without bothering to cast
			m_caster->AddAura(m_preCastSpell, unit);
	}

	// handle SPELL_AURA_ADD_TARGET_TRIGGER auras
	// this is executed after spell proc spells on target hit
	// spells are triggered for each hit spell target
	// info confirmed with retail sniffs of permafrost and shadow weaving
	if (!m_hitTriggerSpells.empty())
	{
		int _duration = 0;
		for (HitTriggerSpellList::const_iterator i = m_hitTriggerSpells.begin(); i != m_hitTriggerSpells.end(); ++i)
		{
			if (CanExecuteTriggersOnHit(effMask, i->triggeredByAura) && roll_chance_i(i->chance))
			{
				sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %d triggered spell %d by SPELL_AURA_ADD_TARGET_TRIGGER aura", m_spellInfo->Id, i->triggeredSpell->Id);

				// SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration
				// set duration of current aura to the triggered spell
				if (i->triggeredSpell->GetDuration() == -1)
				{
					if (Aura* aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID()))
					{
						m_caster->CastSpell(unit, i->triggeredSpell, true);
						if (Aura* triggeredAur = unit->GetAura(i->triggeredSpell->Id, m_caster->GetGUID()))
						{
							// get duration from aura-only once
							if (!_duration)
								_duration = aur->GetDuration();
							triggeredAur->SetDuration(_duration);
						}
					}
				}
				else
					m_caster->CastSpell(unit, i->triggeredSpell, true);
			}
		}
	}

	// trigger linked auras remove/apply
	// TODO: remove/cleanup this, as this table is not documented and people are doing stupid things with it
	if (std::vector<int32> const* spellTriggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT))
	{
		for (std::vector<int32>::const_iterator i = spellTriggered->begin(); i != spellTriggered->end(); ++i)
		{
			if (*i < 0)
				unit->RemoveAurasDueToSpell(-(*i));
			else
				unit->CastSpell(unit, *i, true, 0, 0, m_caster->GetGUID());
		}
	}

	if (m_spellInfo->AttributesEx & SPELL_ATTR1_DISPEL_AURAS_ON_IMMUNITY)
	{
		AuraStateType aState = m_spellInfo->GetAuraState();
		Unit::AuraApplicationMap& Auras = unit->GetAppliedAuras();
		for (Unit::AuraApplicationMap::iterator iter = Auras.begin(); iter != Auras.end();)
		{
			SpellInfo const* spellInfo = iter->second->GetBase()->GetSpellInfo();
			AuraStateType bState = AuraStateType(spellInfo->CasterAuraStateNot);
			if (aState && bState && (bState == aState))
				unit->RemoveAura(iter);
			else
				++iter;
		}
	}
}

void Spell::DoAllEffectOnTarget(GOTargetInfo* target)
{
	if (target->processed)                                  // Check target
		return;
	target->processed = true;                               // Target checked in apply effects procedure

	uint32 effectMask = target->effectMask;
	if (!effectMask)
		return;

	GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
	if (!go)
		return;

	PrepareScriptHitHandlers();
	CallScriptBeforeHitHandlers();

	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(NULL, NULL, go, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET_FIRST);

	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(NULL, NULL, go, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);

	CallScriptOnHitHandlers();

	// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
	// ignore autorepeat/melee casts for speed (not exist quest for spells (hm...)
	if (m_originalCaster && m_originalCaster->IsControlledByPlayer() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
		if (Player* p = m_originalCaster->GetCharmerOrOwnerPlayerOrPlayerItself())
			p->CastedCreatureOrGO(go->GetEntry(), go->GetGUID(), m_spellInfo->Id);
	CallScriptAfterHitHandlers();
}

void Spell::DoAllEffectOnTarget(ItemTargetInfo* target)
{
	uint32 effectMask = target->effectMask;
	if (!target->item || !effectMask)
		return;

	PrepareScriptHitHandlers();
	CallScriptBeforeHitHandlers();

	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(NULL, target->item, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET_FIRST);

	for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(NULL, target->item, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);

	CallScriptOnHitHandlers();

	CallScriptAfterHitHandlers();
}

bool Spell::UpdateChanneledTargetList()
{
	// Not need check return true
	if (m_channelTargetEffectMask == 0)
		return true;

	uint8 channelTargetEffectMask = m_channelTargetEffectMask;
	uint8 channelAuraMask = 0;
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
			channelAuraMask |= 1 << i;

	channelAuraMask &= channelTargetEffectMask;

	float range = 0;
	if (channelAuraMask)
	{
		range = m_spellInfo->GetMaxRange(m_spellInfo->IsPositive());
		if (Player* modOwner = m_caster->GetSpellModOwner())
			modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
	}

	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (ihit->missCondition == SPELL_MISS_NONE && (channelTargetEffectMask & ihit->effectMask))
		{
			Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);

			if (!unit)
				continue;

			// Negative channels should cause combat for caster and target.
			if (!m_spellInfo->IsPositive() && (!m_caster->IsFriendlyTo(unit) || unit->GetCharmer() == m_caster))
				m_caster->CombatStart(unit, true);

			if (IsValidDeadOrAliveTarget(unit))
			{
				if (channelAuraMask & ihit->effectMask)
				{
					if (AuraApplication * aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID))
					{
						if (m_caster != unit && !m_caster->IsWithinDistInMap(unit, range))
						{
							ihit->effectMask &= ~aurApp->GetEffectMask();
							unit->RemoveAura(aurApp);
							continue;
						}
					}
					else // aura is dispelled
						continue;
				}

				channelTargetEffectMask &= ~ihit->effectMask;   // remove from need alive mask effect that have alive target
			}
		}
	}

	// is all effects from m_needAliveTargetMask have alive targets
	return channelTargetEffectMask == 0;
}

void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggeredByAura)
{
	if (m_CastItem)
		m_castItemGUID = m_CastItem->GetGUID();
	else
		m_castItemGUID = 0;

	InitExplicitTargets(*targets);

	// Fill aura scaling information
	if (m_caster->IsControlledByPlayer() && !m_spellInfo->IsPassive() && m_spellInfo->SpellLevel && !m_spellInfo->IsChanneled() && !(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_SCALING))
	{
		for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		{
			if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
			{
				// Change aura with ranks only if basepoints are taken from spellInfo and aura is positive
				if (m_spellInfo->IsPositiveEffect(i))
				{
					m_auraScaleMask |= (1 << i);
					if (m_spellValue->EffectBasePoints[i] != m_spellInfo->Effects[i].BasePoints)
					{
						m_auraScaleMask = 0;
						break;
					}
				}
			}
		}
	}

	m_spellState = SPELL_STATE_PREPARING;

	if (triggeredByAura)
	{
		m_triggeredByAuraSpell = triggeredByAura->GetSpellInfo();
		m_changeBySoulburn = triggeredByAura->GetBase()->IsChangeBySoulBurn();
	}

	// create and add update event for this spell
	SpellEvent* Event = new SpellEvent(this);
	m_caster->m_Events.AddEvent(Event, m_caster->m_Events.CalculateTime(1));

	//Prevent casting at cast another spell (ServerSide check)
	if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->IsNonMeleeSpellCasted(false, true, true) && m_cast_count)
	{
		SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
		finish(false);
		return;
	}

	if (DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster))
	{
		SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
		finish(false);
		return;
	}
	LoadScripts();

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
	// Fill cost data (not use power for item casts
	m_powerCost = m_CastItem ? 0 : m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this);
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);

	// Set combo point requirement
	if ((_triggeredCastFlags & TRIGGERED_IGNORE_COMBO_POINTS) || m_CastItem || !m_caster->m_movedPlayer)
		m_needComboPoints = false;

	SpellCastResult result = CheckCast(true);
	if (result != SPELL_CAST_OK && !IsAutoRepeat() && m_spellInfo->Id != 43658)          //always cast autorepeat dummy for triggering
	{
		if (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR)
			result = SPELL_FAILED_DONT_REPORT;
		// Periodic auras should be interrupted when aura triggers a spell which can't be cast
		// for example bladestorm aura should be removed on disarm as of patch 3.3.5
		// channeled periodic spells should be affected by this (arcane missiles, penance, etc)
		// a possible alternative sollution for those would be validating aura target on unit state change
		if (triggeredByAura && triggeredByAura->IsPeriodic() && !triggeredByAura->GetBase()->IsPassive())
		{
			SendChannelUpdate(0);
			triggeredByAura->GetBase()->SetDuration(0);
		}
		// Restore spellmods
		if (m_caster->GetTypeId() == TYPEID_PLAYER)
		{
			m_caster->ToPlayer()->RestoreSpellMods(this);
			m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
		}

		SendCastResult(result);

		finish(false);
		return;
	}

	// Prepare data for triggers
	prepareDataForTriggerSystem(triggeredByAura);

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
	// calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
	m_casttime = m_spellInfo->CalcCastTime(m_caster, this);
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);

		// Set casttime to 0 if .cheat casttime is enabled.
		if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_CASTTIME))
			m_casttime = 0;
	}

	// don't allow channeled spells / spells with cast time to be casted while moving
	// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
	// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
	if (((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->isMoving() &&
		m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) && !m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo) &&
		!((_triggeredCastFlags & TRIGGERED_CAST_DIRECTLY) && (!m_spellInfo->IsChanneled() || !m_spellInfo->GetMaxDuration())))
	{
		SendCastResult(SPELL_FAILED_MOVING);
		finish(false);
		return;
	}

	// set timer base at cast time
	ReSetTimer();

	sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::prepare: spell id %u source %u caster %d customCastFlags %u mask %u", m_spellInfo->Id, m_caster->GetEntry(), m_originalCaster ? m_originalCaster->GetEntry() : -1, _triggeredCastFlags, m_targets.GetTargetMask());

	//Containers for channeled spells have to be set
	//TODO:Apply this to all casted spells if needed
	// Why check duration? 29350: channelled triggers channelled
	if ((_triggeredCastFlags & TRIGGERED_CAST_DIRECTLY) && (!m_spellInfo->IsChanneled() || !m_spellInfo->GetMaxDuration()))
		cast(true);
	else
	{
		// stealth must be removed at cast starting (at show channel bar)
		// skip triggered spell (item equip spell casting and other not explicit character casts/item uses)
		if (!(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_INTERRUPT_FLAGS) && m_spellInfo->IsBreakingStealth())
		{
			if (!m_caster->HasAuraType(SPELL_AURA_MOD_CAMOUFLAGE))
				m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST);
			for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
				if (m_spellInfo->Effects[i].GetUsedTargetObjectType() == TARGET_OBJECT_TYPE_UNIT)
				{
					m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_SPELL_ATTACK);
					break;
				}
		}

		m_caster->SetCurrentCastedSpell(this);
		SendSpellStart();

		// set target for proper facing
		if ((m_casttime || m_spellInfo->IsChanneled()) && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
			if (m_caster->GetGUID() != m_targets.GetObjectTargetGUID() && m_caster->GetTypeId() == TYPEID_UNIT)
				m_caster->FocusTarget(this, m_targets.GetObjectTargetGUID());

		if (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD))
			TriggerGlobalCooldown();

		// item: first cast may destroy item and second cast causes crash
		if (!m_casttime && !m_spellInfo->StartRecoveryTime && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
			cast(true);
	}
}

void Spell::cancel()
{
	if (m_spellState == SPELL_STATE_FINISHED)
		return;

	uint32 oldState = m_spellState;
	m_spellState = SPELL_STATE_FINISHED;

	m_autoRepeat = false;
	switch (oldState)
	{
	case SPELL_STATE_PREPARING:
		CancelGlobalCooldown();
		if (m_caster->GetTypeId() == TYPEID_PLAYER)
			m_caster->ToPlayer()->RestoreSpellMods(this);
	case SPELL_STATE_DELAYED:
		SendInterrupted(0);
		SendCastResult(SPELL_FAILED_INTERRUPTED);
		break;

	case SPELL_STATE_CASTING:
		for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
			if ((*ihit).missCondition == SPELL_MISS_NONE)
				if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
					unit->RemoveOwnedAura(m_spellInfo->Id, m_originalCasterGUID, 0, AURA_REMOVE_BY_CANCEL);

		SendChannelUpdate(0);
		SendInterrupted(0);
		SendCastResult(SPELL_FAILED_INTERRUPTED);

		// spell is canceled-take mods and clear list
		if (m_caster->GetTypeId() == TYPEID_PLAYER)
			m_caster->ToPlayer()->RemoveSpellMods(this);

		m_appliedMods.clear();
		break;

	default:
		break;
	}

	SetReferencedFromCurrent(false);
	if (m_selfContainer && *m_selfContainer == this)
		*m_selfContainer = NULL;

	m_caster->RemoveDynObject(m_spellInfo->Id);
	if (m_spellInfo->IsChanneled()) // if not channeled then the object for the current cast wasn't summoned yet
		m_caster->RemoveGameObject(m_spellInfo->Id, true);

	//set state back so finish will be processed
	m_spellState = oldState;

	finish(false);
}

void Spell::cast(bool skipCheck)
{
	// update pointers base at GUIDs to prevent access to non-existed already object
	UpdatePointers();

	// cancel at lost explicit target during cast
	if (m_targets.GetObjectTargetGUID() && !m_targets.GetObjectTarget())
	{
		cancel();
		return;
	}

	if (m_caster->lastSpell)
	{
		// Scatter shots asks makes the client cast auto-shot. Check if our last spell was ment to make us stop attack.
		// Not pretty but it works
		if (m_spellInfo->IsAutoRepeatRangedSpell() && m_caster->lastSpell->Attributes & SPELL_ATTR0_STOP_ATTACK_TARGET)
		{
			m_caster->lastSpell = GetSpellInfo();
			cancel();
			return;
		}
	}

	// save last casted spell
	if (!IsTriggered())
		m_caster->lastSpell = GetSpellInfo();

	if (Player* playerCaster = m_caster->ToPlayer())
	{
		// now that we've done the basic check, now run the scripts
		// should be done before the spell is actually executed
		sScriptMgr->OnPlayerSpellCast(playerCaster, this, skipCheck);

		// As of 3.0.2 pets begin attacking their owner's target immediately
		// Let any pets know we've attacked something. Check DmgClass for harmful spells only
		// This prevents spells such as Hunter's Mark from triggering pet attack
		if (GetSpellInfo()->DmgClass != SPELL_DAMAGE_CLASS_NONE)
		{
			if (Pet* playerPet = playerCaster->GetPet())
				if (playerPet->isAlive() && playerPet->isControlled() && (m_targets.GetTargetMask() & TARGET_FLAG_UNIT))
					playerPet->AI()->OwnerAttacked(m_targets.GetObjectTarget()->ToUnit());

			if (m_targets.GetTargetMask() & TARGET_FLAG_UNIT)
				for (Unit::ControlList::iterator itr = playerCaster->m_Controlled.begin(); itr != playerCaster->m_Controlled.end(); ++itr)
					if ((*itr)->IsAIEnabled && (*itr)->isGuardian() && (*itr)->ToCreature()->HasReactState(REACT_ASSIST))
						(*itr)->ToCreature()->AI()->AttackStart(m_targets.GetObjectTarget()->ToUnit(), true);
		}
	}
	SetExecutedCurrently(true);

	if (m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.GetUnitTarget() && m_targets.GetUnitTarget() != m_caster)
		m_caster->SetInFront(m_targets.GetUnitTarget());

	// Should this be done for original caster?
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		// Set spell which will drop charges for triggered cast spells
		// if not successfully casted, will be remove in finish(false)
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
	}

	CallScriptBeforeCastHandlers();

	// skip check if done already (for instant cast spells for example)
	if (!skipCheck)
	{
		SpellCastResult castResult = CheckCast(false);
		if (castResult != SPELL_CAST_OK)
		{
			if (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR)
				castResult = SPELL_FAILED_DONT_REPORT;
			SendCastResult(castResult);
			SendInterrupted(0);
			//restore spell mods
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				m_caster->ToPlayer()->RestoreSpellMods(this);
				// cleanup after mod system
				// triggered spell pointer can be not removed in some cases
				m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
			}
			finish(false);
			SetExecutedCurrently(false);
			return;
		}

		// additional check after cast bar completes (must not be in CheckCast)
		// if trade not complete then remember it in trade data
		if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM)
		{
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				if (TradeData* my_trade = m_caster->ToPlayer()->GetTradeData())
				{
					if (!my_trade->IsInAcceptProcess())
					{
						// Spell will be casted at completing the trade. Silently ignore at this place
						my_trade->SetSpell(m_spellInfo->Id, m_CastItem);
						SendCastResult(SPELL_FAILED_DONT_REPORT);
						SendInterrupted(0);
						m_caster->ToPlayer()->RestoreSpellMods(this);
						// cleanup after mod system
						// triggered spell pointer can be not removed in some cases
						m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
						finish(false);
						SetExecutedCurrently(false);
						return;
					}
				}
			}
		}
	}

	SelectSpellTargets();

	if (!m_targets.HasDst() && m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_DEST_LOCATION)
	{
		SendCastResult(SPELL_FAILED_BAD_TARGETS);
		SendInterrupted(0);
		finish(false);
		SetExecutedCurrently(false);
		return;
	}

	// Spell may be finished after target map check
	if (m_spellState == SPELL_STATE_FINISHED)
	{
		SendInterrupted(0);
		//restore spell mods
		if (m_caster->GetTypeId() == TYPEID_PLAYER)
		{
			m_caster->ToPlayer()->RestoreSpellMods(this);
			// cleanup after mod system
			// triggered spell pointer can be not removed in some cases
			m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
		}
		finish(false);
		SetExecutedCurrently(false);
		return;
	}

	PrepareTriggersExecutedOnHit();

	CallScriptOnCastHandlers();

	// traded items have trade slot instead of guid in m_itemTargetGUID
	// set to real guid to be sent later to the client
	m_targets.UpdateTradeSlotItem();

	if (Player* player = m_caster->ToPlayer())
	{
		if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_ITEM) && m_CastItem)
		{
			player->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_ITEM, m_CastItem->GetEntry());
			player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry());
		}

		player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id);
		player->UpdateGuildAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id);
	}

	if (!(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST))
	{
		// Powers have to be taken before SendSpellGo
		TakePower();
		TakeReagents();                                         // we must remove reagents before HandleEffects to allow place crafted item in same slot
	}
	else if (Item* targetItem = m_targets.GetItemTarget())
	{
		/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
		if (targetItem->GetOwnerGUID() != m_caster->GetGUID())
			TakeReagents();
	}

	// CAST SPELL
	SendSpellCooldown();

	PrepareScriptHitHandlers();

	HandleLaunchPhase();

	// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
	SendSpellGo();

	if (!IsAutoRepeat() && !IsTriggered())
		m_caster->UpdateRowCasts(m_spellInfo->Id);

	Unit::AuraEffectList swaps = m_caster->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS);
	Unit::AuraEffectList const& swaps2 = m_caster->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_2);
	if (!swaps2.empty())
		swaps.insert(swaps.end(), swaps2.begin(), swaps2.end());

	if (!swaps.empty())
		for (Unit::AuraEffectList::const_iterator itr = swaps.begin(); itr != swaps.end(); ++itr)
			if ((*itr)->GetAmount() == m_spellInfo->Id)
				if (!(*itr)->GetSpellInfo()->IsPassive() && (*itr)->GetBase()->GetDuration() > 0)
				{
					if ((*itr)->GetBase()->IsUsingCharges())
						(*itr)->GetBase()->DropCharge();
					else
						m_caster->RemoveAuraFromStack((*itr)->GetId());
				}

	// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
	// TODO: Find a better solution for combo point procs
	if (((m_spellInfo->Speed || m_delayMoment) && !m_spellInfo->IsChanneled()) || m_spellInfo->Id == 14157 || m_spellInfo->Id == 79128)
	{
		// Remove used for cast item if need (it can be already NULL after TakeReagents call
		// in case delayed spell remove item at cast delay start
		TakeCastItem();

		// Okay, maps created, now prepare flags
		m_immediateHandled = false;
		m_spellState = SPELL_STATE_DELAYED;
		SetDelayStart(0);

		if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !m_caster->IsNonMeleeSpellCasted(false, false, true))
			m_caster->ClearUnitState(UNIT_STATE_CASTING);
	}
	else
	{
		// Immediate spell, no big deal
		handle_immediate();
	}

	CallScriptAfterCastHandlers();

	if (const std::vector<int32> *spell_triggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id))
	{
		for (std::vector<int32>::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i)
			if (*i < 0)
				m_caster->RemoveAurasDueToSpell(-(*i));
			else
				m_caster->CastSpell(m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster, *i, true);
	}

	Unit::AuraEffectList const& stateAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
	for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end();)
	{
		if ((*j)->IsAffectingSpell(m_spellInfo))
		{
			Aura* base = (*j)->GetBase();
			if (base->GetSpellInfo()->StackAmount)
			{
				j++;
				base->ModStackAmount(-1);
				continue;
			}
		}
		j++;
	}

	// Camouflage handling, the Spellclassmask included in the spell is really messy but this check seems to work
	if (m_caster->HasAuraType(SPELL_AURA_MOD_CAMOUFLAGE))
		if (AuraEffect* camouflage = m_caster->GetAuraEffect(51755, EFFECT_2, m_caster->GetGUID()))
			if (m_spellInfo->SpellFamilyFlags & camouflage->GetSpellInfo()->Effects[EFFECT_2].SpellClassMask)
			{
				if (m_spellInfo->AttributesEx & SPELL_ATTR1_MELEE_COMBAT_START || m_spellInfo->Attributes & SPELL_ATTR0_REQ_AMMO)
					m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST);
			}
			else if (!m_spellInfo->IsPositive())
				m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST);

	m_caster->ProcDamageAndSpell(unitTarget, m_procAttacker, m_procVictim, m_procEx | PROC_EX_NORMAL_HIT, m_damage, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell, NULL, false, true);

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		// Remove spell mods after cast
		if ((m_spellInfo->Speed || m_delayMoment) && !m_spellInfo->IsChanneled())
			m_caster->ToPlayer()->RemoveSpellMods(this);

		m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
		//Clear spell cooldowns after every spell is cast if .cheat cooldown is enabled.
		if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_COOLDOWN))
			m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true);
	}

	if (Pet* pet = m_caster->ToPet())
	{
		if (m_targets.GetUnitTarget() && pet->GetCharmInfo() && pet->IsAIEnabled)
		{
			// If pet is passive or was sent to cast a spell on a friendly target.
			if ((pet->HasReactState(REACT_PASSIVE) || m_caster->IsFriendlyTo(m_targets.GetUnitTarget())) && pet->GetCharmInfo()->IsMovingForCast())
			{
				CharmInfo* charmInfo = pet->GetCharmInfo();
				pet->AttackStop();
				pet->InterruptNonMeleeSpells(false);
				pet->SendMeleeAttackStop(); // Should stop pet's attack button from flashing
				charmInfo->SetIsAtStay(false);
				charmInfo->SetIsCommandAttack(false);
				charmInfo->SetIsCommandFollow(false);
				charmInfo->SetIsFollowing(false);
				charmInfo->SetIsReturning(false);
			}
			pet->GetCharmInfo()->SetIsMovingForCast(false);
		}
	}

	SetExecutedCurrently(false);
}

void Spell::handle_immediate()
{
	bool isApplyingAura = false;
	// start channeling if applicable
	if (m_spellInfo->IsChanneled())
	{
		int32 duration = m_spellInfo->GetDuration();
		if (duration > 0)
		{
			if (!m_spellInfo->IsPositive())
				for (int i = 0; i < MAX_SPELL_EFFECTS; ++i)
					if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
						isApplyingAura = true;
			// First mod_duration then haste - see Missile Barrage
			// Apply duration mod
			if (Player* modOwner = m_caster->GetSpellModOwner())
				modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
			// Apply haste mods
			if (m_spellInfo->AttributesEx5 & SPELL_ATTR5_HASTE_AFFECT_DURATION)
				m_caster->ModSpellCastTime(m_spellInfo, duration, this);

			m_spellState = SPELL_STATE_CASTING;
			m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
			if (!isApplyingAura)
				SendChannelStart(duration);
		}
		else if (duration == -1)
		{
			m_spellState = SPELL_STATE_CASTING;
			m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
			SendChannelStart(duration);
		}
	}

	PrepareTargetProcessing();

	// process immediate effects (items, ground, etc.) also initialize some variables
	_handle_immediate_phase();

	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
		DoAllEffectOnTarget(&(*ihit));

	for (std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
		DoAllEffectOnTarget(&(*ihit));

	FinishTargetProcessing();

	// spell is finished, perform some last features of the spell here
	_handle_finish_phase();

	// Remove used for cast item if need (it can be already NULL after TakeReagents call
	TakeCastItem();

	if (m_spellState != SPELL_STATE_CASTING)
		finish(true);                                       // successfully finish spell cast (not last in case autorepeat or channel spell)
}

uint64 Spell::handle_delayed(uint64 t_offset)
{
	UpdatePointers();

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);

	uint64 next_time = 0;

	PrepareTargetProcessing();

	if (!m_immediateHandled)
	{
		_handle_immediate_phase();
		m_immediateHandled = true;
	}

	bool single_missile = (m_targets.HasDst());

	// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (ihit->processed == false)
		{
			if (single_missile || ihit->timeDelay <= t_offset)
			{
				ihit->timeDelay = t_offset;
				DoAllEffectOnTarget(&(*ihit));
			}
			else if (next_time == 0 || ihit->timeDelay < next_time)
				next_time = ihit->timeDelay;
		}
	}

	// now recheck gameobject targeting correctness
	for (std::list<GOTargetInfo>::iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
	{
		if (ighit->processed == false)
		{
			if (single_missile || ighit->timeDelay <= t_offset)
				DoAllEffectOnTarget(&(*ighit));
			else if (next_time == 0 || ighit->timeDelay < next_time)
				next_time = ighit->timeDelay;
		}
	}

	FinishTargetProcessing();

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);

	// All targets passed - need finish phase
	if (next_time == 0)
	{
		// spell is finished, perform some last features of the spell here
		_handle_finish_phase();

		finish(true);                                       // successfully finish spell cast

		// return zero, spell is finished now
		return 0;
	}
	else
	{
		// spell is unfinished, return next execution time
		return next_time;
	}
}

void Spell::_handle_immediate_phase()
{
	m_spellAura = NULL;
	// initialize Diminishing Returns Data
	m_diminishLevel = DIMINISHING_LEVEL_1;
	m_diminishGroup = DIMINISHING_NONE;

	// handle some immediate features of the spell here
	HandleThreatSpells();

	PrepareScriptHitHandlers();

	// handle effects with SPELL_EFFECT_HANDLE_HIT mode
	for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
	{
		// don't do anything for empty effect
		if (!m_spellInfo->Effects[j].IsEffect())
			continue;

		// call effect handlers to handle destination hit
		HandleEffects(NULL, NULL, NULL, j, SPELL_EFFECT_HANDLE_HIT);
	}

	// process items
	for (std::list<ItemTargetInfo>::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
		DoAllEffectOnTarget(&(*ihit));

	if (!m_originalCaster)
		return;
	// Handle procs on cast
	// TODO: finish new proc system:P
	if (m_UniqueTargetInfo.empty() && m_targets.HasDst())
	{
		uint32 procAttacker = m_procAttacker;
		if (!procAttacker)
			procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS;

		// Proc the spells that have DEST target
		m_originalCaster->ProcDamageAndSpell(NULL, procAttacker, 0, m_procEx | PROC_EX_NORMAL_HIT, 0, 0, BASE_ATTACK, m_spellInfo, m_triggeredByAuraSpell);
	}
}

void Spell::_handle_finish_phase()
{
	if (Player* const player = m_caster->m_movedPlayer)
	{
		// Take for real after all targets are processed
		if (m_needComboPoints)
			player->ClearComboPoints();

		// Real add combo points from effects
		if (m_comboPointGain)
			player->GainSpellComboPoints(m_comboPointGain);

		if (m_spellInfo->PowerType == POWER_HOLY_POWER && player->getClass() == CLASS_PALADIN)
			HandleHolyPower(player);
	}

	if (m_caster->m_extraAttacks && GetSpellInfo()->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
		m_caster->HandleProcExtraAttackFor(m_caster->GetVictim());

	// TODO: trigger proc phase finish here
}

void Spell::SendSpellCooldown()
{
	Player* _player = m_caster->ToPlayer();

	// mana/health/etc potions, disabled by client (until combat out as declarate)
	if (_player && m_CastItem && m_CastItem->IsPotion())
	{
		// need in some way provided data for Spell::finish SendCooldownEvent
		_player->SetLastPotionId(m_CastItem->GetEntry());
		return;
	}

	// have infinity cooldown but set at aura apply
	if (m_spellInfo->Attributes & (SPELL_ATTR0_DISABLED_WHILE_ACTIVE | SPELL_ATTR0_PASSIVE)
		|| ((_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) && !(m_spellInfo->AttributesEx4 & SPELL_ATTR4_TRIGGERED)))
		return;

	m_caster->AddSpellAndCategoryCooldowns(m_spellInfo, m_CastItem ? m_CastItem->GetEntry() : 0, this);
}

void Spell::update(uint32 difftime)
{
	// update pointers based at it's GUIDs
	UpdatePointers();

	if (m_targets.GetUnitTargetGUID() && !m_targets.GetUnitTarget())
	{
		sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %u is cancelled due to removal of target.", m_spellInfo->Id);
		cancel();
		return;
	}

	// check if the player caster has moved before the spell finished
	// with the exception of spells affected with SPELL_AURA_CAST_WHILE_WALKING effect
	if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
		m_caster->isMoving() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) &&
		(m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR)) &&
		!m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
	{
		// don't cancel for melee, autorepeat, triggered and instant spells
		if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered())
			cancel();
	}

	switch (m_spellState)
	{
	case SPELL_STATE_PREPARING:
	{
		if (m_timer > 0)
		{
			if (difftime >= (uint32)m_timer)
				m_timer = 0;
			else
				m_timer -= difftime;
		}

		if (m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat())
			// don't CheckCast for instant spells - done in spell::prepare, skip duplicate checks, needed for range checks for example
			cast(!m_casttime);
		break;
	}
	case SPELL_STATE_CASTING:
	{
		if (m_timer)
		{
			// check if there are alive targets left
			if (!UpdateChanneledTargetList())
			{
				sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Channeled spell %d is removed due to lack of targets", m_spellInfo->Id);
				SendChannelUpdate(0);
				finish();
			}

			if (m_timer > 0)
			{
				if (difftime >= (uint32)m_timer)
					m_timer = 0;
				else
					m_timer -= difftime;
			}
		}

		if (m_timer == 0)
		{
			SendChannelUpdate(0);

			// channeled spell processed independently for quest targeting
			// cast at creature (or GO) quest objectives update at successful cast channel finished
			// ignore autorepeat/melee casts for speed (not exist quest for spells (hm...)
			if (!IsAutoRepeat() && !IsNextMeleeSwingSpell())
			{
				if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
				{
					for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
					{
						TargetInfo* target = &*ihit;
						if (!IS_CRE_OR_VEH_GUID(target->targetGUID))
							continue;

						Unit* unit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
						if (unit == NULL)
							continue;

						p->CastedCreatureOrGO(unit->GetEntry(), unit->GetGUID(), m_spellInfo->Id);
					}

					for (std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
					{
						GOTargetInfo* target = &*ihit;

						GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
						if (!go)
							continue;

						p->CastedCreatureOrGO(go->GetEntry(), go->GetGUID(), m_spellInfo->Id);
					}
				}
			}

			finish();
		}
		break;
	}
	default:
		break;
	}
}

void Spell::finish(bool ok)
{
	if (!m_caster)
		return;

	if (m_spellState == SPELL_STATE_FINISHED)
		return;
	m_spellState = SPELL_STATE_FINISHED;

	if (m_spellInfo->IsChanneled())
		m_caster->UpdateInterruptMask();

	if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !m_caster->IsNonMeleeSpellCasted(false, false, true))
		m_caster->ClearUnitState(UNIT_STATE_CASTING);

	// Unsummon summon as possessed creatures on spell cancel
	if (m_spellInfo->IsChanneled() && m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		if (Unit* charm = m_caster->GetCharm())
			if (charm->GetTypeId() == TYPEID_UNIT
				&& charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET)
				&& charm->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id)
				((Puppet*)charm)->UnSummon();
	}

	if (m_caster->GetTypeId() == TYPEID_UNIT)
		m_caster->ReleaseFocus(this);

	if (!ok)
		return;

	if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isSummon())
	{
		// Unsummon statue
		uint32 spell = m_caster->GetUInt32Value(UNIT_CREATED_BY_SPELL);
		SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell);
		if (spellInfo && spellInfo->SpellIconID == 2056)
		{
			sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Statue %d is unsummoned in spell %d finish", m_caster->GetGUIDLow(), m_spellInfo->Id);
			m_caster->setDeathState(JUST_DIED);
			return;
		}
	}

	if (IsAutoActionResetSpell())
	{
		bool found = false;
		Unit::AuraEffectList const& vIgnoreReset = m_caster->GetAuraEffectsByType(SPELL_AURA_IGNORE_MELEE_RESET);
		for (Unit::AuraEffectList::const_iterator i = vIgnoreReset.begin(); i != vIgnoreReset.end(); ++i)
		{
			if ((*i)->IsAffectingSpell(m_spellInfo))
			{
				found = true;
				break;
			}
		}
		if (!found && !(m_spellInfo->AttributesEx2 & SPELL_ATTR2_NOT_RESET_AUTO_ACTIONS))
		{
			m_caster->resetAttackTimer(BASE_ATTACK);
			if (m_caster->haveOffhandWeapon())
				m_caster->resetAttackTimer(OFF_ATTACK);
			m_caster->resetAttackTimer(RANGED_ATTACK);
		}
	}

	// potions disabled by client, send event "not in combat" if need
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		if (!m_triggeredByAuraSpell)
			m_caster->ToPlayer()->UpdatePotionCooldown(this);

		// triggered spell pointer can be not set in some cases
		// this is needed for proper apply of triggered spell mods
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);

		// Take mods after trigger spell (needed for 14177 to affect 48664)
		// mods are taken only on succesfull cast and independantly from targets of the spell
		m_caster->ToPlayer()->RemoveSpellMods(this);
		m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
	}
	// Certain spells are triggered by the pet but have to be dropped by owner (Cobra strikes)
	else if (m_caster->isPet() && m_caster->GetOwner())
	{
		if (Player* owner = m_caster->GetOwner()->ToPlayer())
		{
			owner->SetSpellModTakingSpell(this, true);
			owner->RemoveSpellMods(this);
			owner->SetSpellModTakingSpell(this, false);
		}
	}

	// Stop Attack for some spells
	if (m_spellInfo->Attributes & SPELL_ATTR0_STOP_ATTACK_TARGET)
		m_caster->AttackStop();
}

void Spell::SendCastResult(SpellCastResult result)
{
	if (result == SPELL_CAST_OK)
		return;

	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	if (m_caster->ToPlayer()->GetSession()->PlayerLoading())  // don't send cast results at loading time
		return;

	SendCastResult(m_caster->ToPlayer(), m_spellInfo, m_cast_count, result, m_customError);
}

void Spell::SendCastResult(Player* caster, SpellInfo const* spellInfo, uint8 cast_count, SpellCastResult result, SpellCustomErrors customError /*= SPELL_CUSTOM_ERROR_NONE*/, Opcodes opcode /*= SMSG_CAST_FAILED*/)
{
	if (result == SPELL_CAST_OK)
		return;

	WorldPacket data(opcode, (4 + 1 + 1));
	data << uint8(cast_count);                              // single cast or multi 2.3 (0/1)
	data << uint32(spellInfo->Id);
	data << uint8(result);                                  // problem
	switch (result)
	{
	case SPELL_FAILED_NOT_READY:
		data << uint32(0);                              // unknown (value 1 update cooldowns on client flag)
		break;
	case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
		data << uint32(spellInfo->RequiresSpellFocus);  // SpellFocusObject.dbc id
		break;
	case SPELL_FAILED_REQUIRES_AREA:                    // AreaTable.dbc id
		// hardcode areas limitation case
		switch (spellInfo->Id)
		{
		case 41617:                                 // Cenarion Mana Salve
		case 41619:                                 // Cenarion Healing Salve
			data << uint32(3905);
			break;
		case 41618:                                 // Bottled Nethergon Energy
		case 41620:                                 // Bottled Nethergon Vapor
			data << uint32(3842);
			break;
		case 45373:                                 // Bloodberry Elixir
			data << uint32(4075);
			break;
		default:                                    // default case (don't must be)
			data << uint32(0);
			break;
		}
		break;
	case SPELL_FAILED_TOTEMS:
		if (spellInfo->Totem[0])
			data << uint32(spellInfo->Totem[0]);
		if (spellInfo->Totem[1])
			data << uint32(spellInfo->Totem[1]);
		break;
	case SPELL_FAILED_TOTEM_CATEGORY:
		if (spellInfo->TotemCategory[0])
			data << uint32(spellInfo->TotemCategory[0]);
		if (spellInfo->TotemCategory[1])
			data << uint32(spellInfo->TotemCategory[1]);
		break;
	case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
	case SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND:
	case SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND:
		data << uint32(spellInfo->EquippedItemClass);
		data << uint32(spellInfo->EquippedItemSubClassMask);
		break;
	case SPELL_FAILED_TOO_MANY_OF_ITEM:
	{
		uint32 item = 0;
		for (int8 eff = 0; eff < MAX_SPELL_EFFECTS; eff++)
			if (spellInfo->Effects[eff].ItemType)
				item = spellInfo->Effects[eff].ItemType;
		ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item);
		if (proto && proto->ItemLimitCategory)
			data << uint32(proto->ItemLimitCategory);
		break;
	}
	case SPELL_FAILED_PREVENTED_BY_MECHANIC:
		data << uint32(spellInfo->GetAllEffectsMechanicMask());  // SpellMechanic.dbc id
		break;
	case SPELL_FAILED_NEED_EXOTIC_AMMO:
		data << uint32(spellInfo->EquippedItemSubClassMask); // seems correct...
		break;
	case SPELL_FAILED_NEED_MORE_ITEMS:
		data << uint32(0);                              // Item id
		data << uint32(0);                              // Item count?
		break;
	case SPELL_FAILED_MIN_SKILL:
		data << uint32(0);                              // SkillLine.dbc id
		data << uint32(0);                              // required skill value
		break;
	case SPELL_FAILED_FISHING_TOO_LOW:
		data << uint32(0);                              // required fishing skill
		break;
	case SPELL_FAILED_CUSTOM_ERROR:
		data << uint32(customError);
		break;
	case SPELL_FAILED_SILENCED:
		data << uint32(0);                              // Unknown
		break;
	case SPELL_FAILED_REAGENTS:
	{
		uint32 missingItem = 0;
		for (uint32 i = 0; i < MAX_SPELL_REAGENTS; i++)
		{
			if (spellInfo->Reagent[i] <= 0)
				continue;

			uint32 itemid = spellInfo->Reagent[i];
			uint32 itemcount = spellInfo->ReagentCount[i];

			if (!caster->HasItemCount(itemid, itemcount))
			{
				missingItem = itemid;
				break;
			}
		}

		data << uint32(missingItem);  // first missing item
		break;
	}
	// TODO: SPELL_FAILED_NOT_STANDING
	default:
		break;
	}
	caster->GetSession()->SendPacket(&data);
}

void Spell::SendSpellStart()
{
	if (!IsNeedSendToClient())
		return;

	//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);

	uint32 castFlags = CAST_FLAG_HAS_TRAJECTORY;

	if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
		(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isPet()))
		&& m_spellInfo->PowerType != POWER_HEALTH)
		castFlags |= CAST_FLAG_POWER_LEFT_SELF;

	if (m_spellInfo->RuneCostID && m_spellInfo->PowerType == POWER_RUNES)
		castFlags |= CAST_FLAG_UNKNOWN_19;

	WorldPacket data(SMSG_SPELL_START, (8 + 8 + 4 + 4 + 2));
	if (m_CastItem)
		data.append(m_CastItem->GetPackGUID());
	else
		data.append(m_caster->GetPackGUID());

	data.append(m_caster->GetPackGUID());
	data << uint8(m_cast_count);                            // pending spell cast?
	data << uint32(m_spellInfo->Id);                        // spellId
	data << uint32(castFlags);                              // cast flags
	data << uint32(m_timer);                                // delay?
	data << uint32(m_casttime);

	m_targets.Write(data);

	if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
		data << uint32(m_caster->GetPower((Powers)m_spellInfo->PowerType));

	if (castFlags & CAST_FLAG_RUNE_LIST)                   // rune cooldowns list
	{
		//TODO: There is a crash caused by a spell with CAST_FLAG_RUNE_LIST casted by a creature
		//The creature is the mover of a player, so HandleCastSpellOpcode uses it as the caster
		if (Player* player = m_caster->ToPlayer())
		{
			data << uint8(m_runesState);                     // runes state before
			data << uint8(player->GetRunesState());          // runes state after
			for (uint8 i = 0; i < MAX_RUNES; ++i)
			{
				// float casts ensure the division is performed on floats as we need float result
				float baseCd = float(player->GetRuneBaseCooldown(i));
				data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
			}
		}
		else
		{
			data << uint8(0);
			data << uint8(0);
			for (uint8 i = 0; i < MAX_RUNES; ++i)
				data << uint8(0);
		}
	}

	if (castFlags & CAST_FLAG_PROJECTILE)
	{
		data << uint32(0); // Ammo display ID
		data << uint32(0); // Inventory Type
	}

	if (castFlags & CAST_FLAG_IMMUNITY)
	{
		data << uint32(0);
		data << uint32(0);
	}

	if (castFlags & CAST_FLAG_HEAL_PREDICTION)
	{
		data << uint32(0);
		data << uint8(0); // unkByte
		// if (unkByte == 2)
		// data.append(0);
	}

	m_caster->SendMessageToSet(&data, true);
}

void Spell::SendSpellGo()
{
	// not send invisible spell casting
	if (!IsNeedSendToClient())
		return;

	//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id);

	uint32 castFlags = CAST_FLAG_UNKNOWN_9;

	if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
		(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isPet()))
		&& m_spellInfo->PowerType != POWER_HEALTH)
		castFlags |= CAST_FLAG_POWER_LEFT_SELF; // should only be sent to self, but the current messaging doesn't make that possible

	if ((m_caster->GetTypeId() == TYPEID_PLAYER)
		&& (m_caster->getClass() == CLASS_DEATH_KNIGHT)
		&& m_spellInfo->RuneCostID
		&& m_spellInfo->PowerType == POWER_RUNES)
	{
		castFlags |= CAST_FLAG_UNKNOWN_19;                   // same as in SMSG_SPELL_START
		castFlags |= CAST_FLAG_RUNE_LIST;                    // rune cooldowns list
	}

	if (m_spellInfo->HasEffect(SPELL_EFFECT_ACTIVATE_RUNE))
	{
		castFlags |= CAST_FLAG_RUNE_LIST;                    // rune cooldowns list
		castFlags |= CAST_FLAG_UNKNOWN_19;                   // same as in SMSG_SPELL_START
	}

	if (m_targets.HasTraj())
		castFlags |= CAST_FLAG_ADJUST_MISSILE;

	WorldPacket data(SMSG_SPELL_GO, 50);                    // guess size

	if (m_CastItem)
		data.append(m_CastItem->GetPackGUID());
	else
		data.append(m_caster->GetPackGUID());

	data.append(m_caster->GetPackGUID());
	data << uint8(m_cast_count);                            // pending spell cast?
	data << uint32(m_spellInfo->Id);                        // spellId
	data << uint32(castFlags);                              // cast flags
	data << uint32(m_timer);
	data << uint32(getMSTime());                            // timestamp

	WriteSpellGoTargets(&data);

	m_targets.Write(data);

	if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
		data << uint32(m_caster->GetPower((Powers)m_spellInfo->PowerType));

	if (castFlags & CAST_FLAG_RUNE_LIST)                   // rune cooldowns list
	{
		//TODO: There is a crash caused by a spell with CAST_FLAG_RUNE_LIST casted by a creature
		//The creature is the mover of a player, so HandleCastSpellOpcode uses it as the caster
		if (Player* player = m_caster->ToPlayer())
		{
			data << uint8(m_runesState);                     // runes state before
			data << uint8(player->GetRunesState());          // runes state after
			for (uint8 i = 0; i < MAX_RUNES; ++i)
			{
				// float casts ensure the division is performed on floats as we need float result
				float baseCd = float(player->GetRuneBaseCooldown(i));
				data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
			}
		}
	}

	if (castFlags & CAST_FLAG_ADJUST_MISSILE)
	{
		data << m_targets.GetElevation();
		data << uint32(m_delayMoment);
	}

	if (castFlags & CAST_FLAG_PROJECTILE)
	{
		data << uint32(0); // Ammo display ID
		data << uint32(0); // Inventory Type
	}

	if (castFlags & CAST_FLAG_VISUAL_CHAIN)
	{
		data << uint32(0);
		data << uint32(0);
	}

	if (m_targets.GetTargetMask() & TARGET_FLAG_DEST_LOCATION)
	{
		data << uint8(0);
	}

	if (m_targets.GetTargetMask() & TARGET_FLAG_EXTRA_TARGETS)
	{
		data << uint32(0); // Extra targets count
		/*
		for (uint8 i = 0; i < count; ++i)
		{
		data << float(0);   // Target Position X
		data << float(0);   // Target Position Y
		data << float(0);   // Target Position Z
		data << uint64(0);  // Target Guid
		}
		*/
	}

	m_caster->SendMessageToSet(&data, true);
}

/// Writes miss and hit targets for a SMSG_SPELL_GO packet
void Spell::WriteSpellGoTargets(WorldPacket* data)
{
	// This function also fill data for channeled spells:
	// m_needAliveTargetMask req for stop channelig if one target die
	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if ((*ihit).effectMask == 0)                  // No effect apply - all immuned add state
			// possibly SPELL_MISS_IMMUNE2 for this??
			ihit->missCondition = SPELL_MISS_IMMUNE2;
	}

	// Hit and miss target counts are both uint8, that limits us to 255 targets for each
	// sending more than 255 targets crashes the client (since count sent would be wrong)
	// Spells like 40647 (with a huge radius) can easily reach this limit (spell might need
	// target conditions but we still need to limit the number of targets sent and keeping
	// correct count for both hit and miss).

	uint32 hit = 0;
	size_t hitPos = data->wpos();
	*data << (uint8)0; // placeholder
	for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end() && hit <= 255; ++ihit)
	{
		if ((*ihit).missCondition == SPELL_MISS_NONE)       // Add only hits
		{
			*data << uint64(ihit->targetGUID);
			m_channelTargetEffectMask |= ihit->effectMask;
			++hit;
		}
	}

	for (std::list<GOTargetInfo>::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end() && hit <= 255; ++ighit)
	{
		*data << uint64(ighit->targetGUID);                 // Always hits
		++hit;
	}

	uint32 miss = 0;
	size_t missPos = data->wpos();
	*data << (uint8)0; // placeholder
	for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end() && miss <= 255; ++ihit)
	{
		if (ihit->missCondition != SPELL_MISS_NONE)        // Add only miss
		{
			*data << uint64(ihit->targetGUID);
			*data << uint8(ihit->missCondition);
			if (ihit->missCondition == SPELL_MISS_REFLECT)
				*data << uint8(ihit->reflectResult);
			++miss;
		}
	}
	// Reset m_needAliveTargetMask for non channeled spell
	if (!m_spellInfo->IsChanneled())
		m_channelTargetEffectMask = 0;

	data->put<uint8>(hitPos, (uint8)hit);
	data->put<uint8>(missPos, (uint8)miss);
}

void Spell::SendLogExecute()
{
	WorldPacket data(SMSG_SPELLLOGEXECUTE, (8 + 4 + 4 + 4 + 4 + 8));

	data.append(m_caster->GetPackGUID());

	data << uint32(m_spellInfo->Id);

	uint8 effCount = 0;
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		if (m_effectExecuteData[i])
			++effCount;
	}

	if (!effCount)
		return;

	data << uint32(effCount);
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		if (!m_effectExecuteData[i])
			continue;

		data << uint32(m_spellInfo->Effects[i].Effect);             // spell effect

		data.append(*m_effectExecuteData[i]);

		delete m_effectExecuteData[i];
		m_effectExecuteData[i] = NULL;
	}
	m_caster->SendMessageToSet(&data, true);
}

void Spell::ExecuteLogEffectTakeTargetPower(uint8 effIndex, Unit* target, uint32 powerType, uint32 powerTaken, float gainMultiplier)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(target->GetPackGUID());
	*m_effectExecuteData[effIndex] << uint32(powerTaken);
	*m_effectExecuteData[effIndex] << uint32(powerType);
	*m_effectExecuteData[effIndex] << float(gainMultiplier);
}

void Spell::ExecuteLogEffectExtraAttacks(uint8 effIndex, Unit* victim, uint32 attCount)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(victim->GetPackGUID());
	*m_effectExecuteData[effIndex] << uint32(attCount);
}

void Spell::ExecuteLogEffectInterruptCast(uint8 /*effIndex*/, Unit* victim, uint32 spellId)
{
	ObjectGuid casterGuid = m_caster->GetGUID();
	ObjectGuid targetGuid = victim->GetGUID();

	WorldPacket data(SMSG_SPELLINTERRUPTLOG, 8 + 8 + 4 + 4);
	data.WriteBit(targetGuid[4]);
	data.WriteBit(casterGuid[5]);
	data.WriteBit(casterGuid[6]);
	data.WriteBit(casterGuid[1]);
	data.WriteBit(casterGuid[3]);
	data.WriteBit(casterGuid[0]);
	data.WriteBit(targetGuid[3]);
	data.WriteBit(targetGuid[5]);
	data.WriteBit(targetGuid[1]);
	data.WriteBit(casterGuid[4]);
	data.WriteBit(casterGuid[7]);
	data.WriteBit(targetGuid[7]);
	data.WriteBit(targetGuid[6]);
	data.WriteBit(targetGuid[2]);
	data.WriteBit(casterGuid[2]);
	data.WriteBit(targetGuid[0]);

	data.WriteByteSeq(casterGuid[7]);
	data.WriteByteSeq(casterGuid[6]);
	data.WriteByteSeq(casterGuid[3]);
	data.WriteByteSeq(casterGuid[2]);
	data.WriteByteSeq(targetGuid[3]);
	data.WriteByteSeq(targetGuid[6]);
	data.WriteByteSeq(targetGuid[2]);
	data.WriteByteSeq(targetGuid[4]);
	data.WriteByteSeq(targetGuid[7]);
	data.WriteByteSeq(targetGuid[0]);
	data.WriteByteSeq(casterGuid[4]);
	data << uint32(m_spellInfo->Id);
	data.WriteByteSeq(targetGuid[1]);
	data.WriteByteSeq(casterGuid[0]);
	data.WriteByteSeq(casterGuid[5]);
	data.WriteByteSeq(casterGuid[1]);
	data << uint32(spellId);
	data.WriteByteSeq(targetGuid[5]);

	m_caster->SendMessageToSet(&data, true);
}

void Spell::ExecuteLogEffectDurabilityDamage(uint8 effIndex, Unit* victim, int32 itemId, int32 slot)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(victim->GetPackGUID());
	*m_effectExecuteData[effIndex] << int32(itemId);
	*m_effectExecuteData[effIndex] << int32(slot);
}

void Spell::ExecuteLogEffectOpenLock(uint8 effIndex, Object* obj)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(obj->GetPackGUID());
}

void Spell::ExecuteLogEffectCreateItem(uint8 effIndex, uint32 entry)
{
	InitEffectExecuteData(effIndex);
	*m_effectExecuteData[effIndex] << uint32(entry);
}

void Spell::ExecuteLogEffectDestroyItem(uint8 effIndex, uint32 entry)
{
	InitEffectExecuteData(effIndex);
	*m_effectExecuteData[effIndex] << uint32(entry);
}

void Spell::ExecuteLogEffectSummonObject(uint8 effIndex, WorldObject* obj)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(obj->GetPackGUID());
}

void Spell::ExecuteLogEffectUnsummonObject(uint8 effIndex, WorldObject* obj)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(obj->GetPackGUID());
}

void Spell::ExecuteLogEffectResurrect(uint8 effIndex, Unit* target)
{
	InitEffectExecuteData(effIndex);
	m_effectExecuteData[effIndex]->append(target->GetPackGUID());
}

void Spell::SendInterrupted(uint8 result)
{
	WorldPacket data(SMSG_SPELL_FAILURE, (8 + 4 + 1));
	data.append(m_caster->GetPackGUID());
	data << uint8(m_cast_count);
	data << uint32(m_spellInfo->Id);
	data << uint8(result);
	m_caster->SendMessageToSet(&data, true);

	data.Initialize(SMSG_SPELL_FAILED_OTHER, (8 + 4));
	data.append(m_caster->GetPackGUID());
	data << uint8(m_cast_count);
	data << uint32(m_spellInfo->Id);
	data << uint8(result);
	m_caster->SendMessageToSet(&data, true);
}

void Spell::SendChannelUpdate(uint32 time)
{
	if (time == 0)
	{
		m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
		m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
	}

	WorldPacket data(MSG_CHANNEL_UPDATE, 8 + 4);
	data.append(m_caster->GetPackGUID());
	data << uint32(time);

	m_caster->SendMessageToSet(&data, true);
}

void Spell::SendChannelStart(uint32 duration)
{
	uint64 channelTarget = m_targets.GetObjectTargetGUID();
	if (!channelTarget && !m_spellInfo->NeedsExplicitUnitTarget())
		if (m_UniqueTargetInfo.size() + m_UniqueGOTargetInfo.size() == 1)   // this is for TARGET_SELECT_CATEGORY_NEARBY
			channelTarget = !m_UniqueTargetInfo.empty() ? m_UniqueTargetInfo.front().targetGUID : m_UniqueGOTargetInfo.front().targetGUID;

	WorldPacket data(MSG_CHANNEL_START, (8 + 4 + 4));
	data.append(m_caster->GetPackGUID());
	data << uint32(m_spellInfo->Id);
	data << uint32(duration);
	data << uint8(0);                           // immunity (castflag & 0x04000000)
	/*
	if (immunity)
	{
	data << uint32();                       // CastSchoolImmunities
	data << uint32();                       // CastImmunities
	}
	*/
	data << uint8(0);                           // healPrediction (castflag & 0x40000000)
	/*
	if (healPrediction)
	{
	data.appendPackGUID(channelTarget);     // target packguid
	data << uint32();                       // spellid
	data << uint8(0);                       // unk3
	if (unk3 == 2)
	data.append();                      // unk packed guid (unused ?)
	}
	*/
	m_caster->SendMessageToSet(&data, true);

	m_timer = duration;
	if (channelTarget)
		m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, channelTarget);

	m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
}

void Spell::SendResurrectRequest(Player* target)
{
	// get ressurector name for creature resurrections, otherwise packet will be not accepted
	// for player resurrections the name is looked up by guid
	std::string const sentName(m_caster->GetTypeId() == TYPEID_PLAYER
		? ""
		: m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex()));

	WorldPacket data(SMSG_RESURRECT_REQUEST, (8 + 4 + sentName.size() + 1 + 1 + 1 + 4));
	data << uint64(m_caster->GetGUID());
	data << uint32(sentName.size() + 1);

	data << sentName;
	data << uint8(0); // null terminator

	data << uint8(m_caster->GetTypeId() == TYPEID_PLAYER ? 0 : 1); // "you'll be afflicted with resurrection sickness"
	// override delay sent with SMSG_CORPSE_RECLAIM_DELAY, set instant resurrection for spells with this attribute
	// 4.2.2 edit : id of the spell used to resurect. (used client-side for Mass Resurect)
	data << uint32(m_spellInfo->Id);
	target->GetSession()->SendPacket(&data);
}

void Spell::TakeCastItem()
{
	if (!m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	// not remove cast item at triggered spell (equipping, weapon damage, etc)
	if (_triggeredCastFlags & TRIGGERED_IGNORE_CAST_ITEM)
		return;

	ItemTemplate const* proto = m_CastItem->GetTemplate();

	if (!proto)
	{
		// This code is to avoid a crash
		// I'm not sure, if this is really an error, but I guess every item needs a prototype
		sLog->outError(LOG_FILTER_SPELLS_AURAS, "Cast item has no item prototype highId=%d, lowId=%d", m_CastItem->GetGUIDHigh(), m_CastItem->GetGUIDLow());
		return;
	}

	bool expendable = false;
	bool withoutCharges = false;

	for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
	{
		if (proto->Spells[i].SpellId)
		{
			// item has limited charges
			if (proto->Spells[i].SpellCharges)
			{
				if (proto->Spells[i].SpellCharges < 0)
					expendable = true;

				int32 charges = m_CastItem->GetSpellCharges(i);

				// item has charges left
				if (charges)
				{
					(charges > 0) ? --charges : ++charges;  // abs(charges) less at 1 after use
					if (proto->Stackable == 1)
						m_CastItem->SetSpellCharges(i, charges);
					m_CastItem->SetState(ITEM_CHANGED, (Player*)m_caster);
				}

				// all charges used
				withoutCharges = (charges == 0);
			}
		}
	}

	if (expendable && withoutCharges)
	{
		uint32 count = 1;
		m_caster->ToPlayer()->DestroyItemCount(m_CastItem, count, true);

		// prevent crash at access to deleted m_targets.GetItemTarget
		if (m_CastItem == m_targets.GetItemTarget())
			m_targets.SetItemTarget(NULL);

		m_CastItem = NULL;
	}
}

void Spell::TakePower()
{
	if (m_CastItem || m_triggeredByAuraSpell)
		return;

	//Don't take power if the spell is cast while .cheat power is enabled.
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_POWER))
			return;
	}

	Powers powerType = Powers(m_spellInfo->PowerType);
	// Holy power is already taken in HandleHolyPower
	if (powerType == POWER_HOLY_POWER)
		return;

	bool hit = true;
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		if (powerType == POWER_RAGE || powerType == POWER_ENERGY || powerType == POWER_RUNES)
			if (uint64 targetGUID = m_targets.GetUnitTargetGUID())
				for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
					if (ihit->targetGUID == targetGUID)
					{
						if (ihit->missCondition != SPELL_MISS_NONE)
						{
							hit = false;
							//lower spell cost on fail (by talent aura)
							if (Player* modOwner = m_caster->ToPlayer()->GetSpellModOwner())
								modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_SPELL_COST_REFUND_ON_FAIL, m_powerCost);
						}
						break;
					}
	}

	if (powerType == POWER_RUNES)
	{
		TakeRunePower(hit);
		return;
	}

	if (!m_powerCost)
		return;

	// health as power used
	if (powerType == POWER_HEALTH)
	{
		m_caster->ModifyHealth(-(int32)m_powerCost);
		return;
	}

	if (powerType >= MAX_POWERS)
	{
		sLog->outError(LOG_FILTER_SPELLS_AURAS, "Spell::TakePower: Unknown power type '%d'", powerType);
		return;
	}

	if (m_caster->isHunterPet() && m_caster->GetPower(POWER_FOCUS) >= 50)
	{
		// Wild Hunt
		if (m_caster->HasSpell(62758))
		{
			SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(62758);
			AddPct(m_powerCost, spellInfo->Effects[EFFECT_1].BasePoints);
		}
		else if (m_caster->HasSpell(62762))
		{
			SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(62762);
			AddPct(m_powerCost, spellInfo->Effects[EFFECT_1].BasePoints);
		}
	}

	if (hit)
		m_caster->ModifyPower(powerType, -m_powerCost);
	else
		m_caster->ModifyPower(powerType, -irand(0, m_powerCost / 4));
}

SpellCastResult Spell::CheckRuneCost(uint32 runeCostID)
{
	if (m_spellInfo->PowerType != POWER_RUNES || !runeCostID)
		return SPELL_CAST_OK;

	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return SPELL_CAST_OK;

	Player* player = (Player*)m_caster;

	if (player->getClass() != CLASS_DEATH_KNIGHT)
		return SPELL_CAST_OK;

	SpellRuneCostEntry const* src = sSpellRuneCostStore.LookupEntry(runeCostID);

	if (!src)
		return SPELL_CAST_OK;

	if (src->NoRuneCost())
		return SPELL_CAST_OK;

	int32 runeCost[NUM_RUNE_TYPES];                         // blood, frost, unholy, death

	for (uint32 i = 0; i < RUNE_DEATH; ++i)
	{
		runeCost[i] = src->RuneCost[i];
		if (Player* modOwner = m_caster->GetSpellModOwner())
			modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
	}

	runeCost[RUNE_DEATH] = MAX_RUNES;                       // calculated later

	for (uint32 i = 0; i < MAX_RUNES; ++i)
	{
		RuneType rune = player->GetCurrentRune(i);
		if ((player->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0))
			runeCost[rune]--;
	}

	for (uint32 i = 0; i < RUNE_DEATH; ++i)
		if (runeCost[i] > 0)
			runeCost[RUNE_DEATH] += runeCost[i];

	if (runeCost[RUNE_DEATH] > MAX_RUNES)
		return SPELL_FAILED_NO_POWER;                       // not sure if result code is correct

	return SPELL_CAST_OK;
}

void Spell::TakeRunePower(bool didHit)
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER || m_caster->getClass() != CLASS_DEATH_KNIGHT)
		return;

	SpellRuneCostEntry const* runeCostData = sSpellRuneCostStore.LookupEntry(m_spellInfo->RuneCostID);
	if (!runeCostData || (runeCostData->NoRuneCost() && runeCostData->NoRunicPowerGain()))
		return;

	Player* player = m_caster->ToPlayer();
	m_runesState = player->GetRunesState();                 // store previous state

	int32 runeCost[NUM_RUNE_TYPES];                         // blood, frost, unholy, death
	player->ClearLastUsedRuneMask();

	for (uint32 i = 0; i < RUNE_DEATH; ++i)
	{
		runeCost[i] = runeCostData->RuneCost[i];
		if (Player* modOwner = m_caster->GetSpellModOwner())
			modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
	}

	runeCost[RUNE_DEATH] = 0;                               // calculated later

	for (uint32 i = 0; i < MAX_RUNES; ++i)
	{
		RuneType rune = player->GetCurrentRune(i);
		if (!player->GetRuneCooldown(i) && runeCost[rune] > 0)
		{
			player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN));
			player->SetLastUsedRune(rune);
			player->SetLastUsedRuneIndex(i);
			runeCost[rune]--;
		}
	}

	runeCost[RUNE_DEATH] = runeCost[RUNE_BLOOD] + runeCost[RUNE_UNHOLY] + runeCost[RUNE_FROST];

	if (runeCost[RUNE_DEATH] > 0)
	{
		for (uint32 i = 0; i < MAX_RUNES; ++i)
		{
			RuneType rune = player->GetCurrentRune(i);
			if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH)
			{
				player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN));
				player->SetLastUsedRune(rune);
				player->SetLastUsedRuneIndex(i);
				runeCost[rune]--;

				// keep Death Rune type if missed
				if (didHit)
					player->RestoreBaseRune(i);

				if (runeCost[RUNE_DEATH] == 0)
					break;
			}
		}
	}

	// you can gain some runic power when use runes
	if (didHit)
		if (int32 rp = int32(runeCostData->runePowerGain * sWorld->getRate(RATE_POWER_RUNICPOWER_INCOME)))
			player->ModifyPower(POWER_RUNIC_POWER, int32(rp));
}

void Spell::TakeReagents()
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	ItemTemplate const* castItemTemplate = m_CastItem ? m_CastItem->GetTemplate() : NULL;

	// do not take reagents for these item casts
	if (castItemTemplate && castItemTemplate->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST)
		return;

	Player* p_caster = m_caster->ToPlayer();
	if (p_caster->CanNoReagentCast(m_spellInfo))
		return;

	for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
	{
		if (m_spellInfo->Reagent[x] <= 0)
			continue;

		uint32 itemid = m_spellInfo->Reagent[x];
		uint32 itemcount = m_spellInfo->ReagentCount[x];

		// if CastItem is also spell reagent
		if (castItemTemplate && castItemTemplate->ItemId == itemid)
		{
			for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
			{
				// CastItem will be used up and does not count as reagent
				int32 charges = m_CastItem->GetSpellCharges(s);
				if (castItemTemplate->Spells[s].SpellCharges < 0 && abs(charges) < 2)
				{
					++itemcount;
					break;
				}
			}

			m_CastItem = NULL;
		}

		// if GetItemTarget is also spell reagent
		if (m_targets.GetItemTargetEntry() == itemid)
			m_targets.SetItemTarget(NULL);

		p_caster->DestroyItemCount(itemid, itemcount, true);
	}
}

void Spell::HandleThreatSpells()
{
	if (m_UniqueTargetInfo.empty())
		return;

	if ((m_spellInfo->AttributesEx  & SPELL_ATTR1_NO_THREAT) ||
		(m_spellInfo->AttributesEx3 & SPELL_ATTR3_NO_INITIAL_AGGRO))
		return;

	float threat = 0.0f;
	if (SpellThreatEntry const* threatEntry = sSpellMgr->GetSpellThreatEntry(m_spellInfo->Id))
	{
		if (threatEntry->apPctMod != 0.0f)
			threat += threatEntry->apPctMod * m_caster->GetTotalAttackPowerValue(BASE_ATTACK);

		threat += threatEntry->flatMod;
	}
	else if ((m_spellInfo->AttributesCu & SPELL_ATTR0_CU_NO_INITIAL_THREAT) == 0)
		threat += m_spellInfo->SpellLevel;

	// past this point only multiplicative effects occur
	if (threat == 0.0f)
		return;

	// since 2.0.1 threat from positive effects also is distributed among all targets, so the overall caused threat is at most the defined bonus
	threat /= m_UniqueTargetInfo.size();

	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (ihit->missCondition != SPELL_MISS_NONE)
			continue;

		Unit* target = ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
		if (!target)
			continue;

		// positive spells distribute threat among all units that are in combat with target, like healing
		if (m_spellInfo->_IsPositiveSpell())
			target->getHostileRefManager().threatAssist(m_caster, threat, m_spellInfo);
		// for negative spells threat gets distributed among affected targets
		else
		{
			if (!target->CanHaveThreatList())
				continue;

			target->AddThreat(m_caster, threat, m_spellInfo->GetSchoolMask(), m_spellInfo);
		}
	}
	sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %u, added an additional %f threat for %s %u target(s)", m_spellInfo->Id, threat, m_spellInfo->_IsPositiveSpell() ? "assisting" : "harming", uint32(m_UniqueTargetInfo.size()));
}

void Spell::HandleHolyPower(Player* caster)
{
	// Always use all the holy power we have
	m_powerCost = caster->GetPower(POWER_HOLY_POWER);

	// Consume Holy Power only if target is hit (except Zealotry)
	if (!m_powerCost || m_spellInfo->Id == 85696)
		return;

	bool hit = true;
	if (uint64 const targetGUID = m_targets.GetUnitTargetGUID())
	{
		for (std::list<TargetInfo>::iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
		{
			if (itr->targetGUID == targetGUID)
			{
				switch (itr->missCondition)
				{
				case SPELL_MISS_MISS:
				case SPELL_MISS_DODGE:
				case SPELL_MISS_PARRY:
					hit = false;
				default:
					break;
				}
			}
		}
	}

	// Apply aura modifiers
	Player* const modOwner = caster->GetSpellModOwner();
	if (hit && modOwner)
		modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, m_powerCost);

	if (m_powerCost)
		m_caster->SetPower(POWER_HOLY_POWER, 0);
}

void Spell::HandleEffects(Unit* pUnitTarget, Item* pItemTarget, GameObject* pGOTarget, uint32 i, SpellEffectHandleMode mode)
{
	effectHandleMode = mode;
	unitTarget = pUnitTarget;
	itemTarget = pItemTarget;
	gameObjTarget = pGOTarget;
	destTarget = &m_destTargets[i]._position;
	uint8 eff = m_spellInfo->Effects[i].Effect;

	sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell: %u Effect : %u", m_spellInfo->Id, eff);

	damage = CalculateDamage(i, unitTarget);

	bool preventDefault = CallScriptEffectHandlers((SpellEffIndex)i, mode);

	if (!preventDefault && eff < TOTAL_SPELL_EFFECTS)
	{
		(this->*SpellEffects[eff])((SpellEffIndex)i);
	}
}

SpellCastResult Spell::CheckCast(bool strict)
{
	// Anshal Nurture.
	if (m_spellInfo->Id == 85422 || m_spellInfo->Id == 85425 || m_spellInfo->Id == 85429)
		return SPELL_CAST_OK;

	if ((m_spellInfo->Id == 99844 || m_spellInfo->Id == 99843) && m_caster->GetTypeId() != TYPEID_PLAYER)
		return SPELL_CAST_OK;

	// check death state
	if (!m_caster->isAlive() && !(m_spellInfo->Attributes & SPELL_ATTR0_PASSIVE) && !((m_spellInfo->Attributes & SPELL_ATTR0_CASTABLE_WHILE_DEAD) || (IsTriggered() && !m_triggeredByAuraSpell)))
		return SPELL_FAILED_CASTER_DEAD;

	// check cooldowns to prevent cheating
	if (!(m_spellInfo->Attributes & SPELL_ATTR0_PASSIVE))
	{
		//can cast triggered (by aura only?) spells while have this flag
		if (m_caster->GetTypeId() == TYPEID_PLAYER)
			if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURASTATE) && m_caster->ToPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_ALLOW_ONLY_ABILITY))
				return SPELL_FAILED_SPELL_IN_PROGRESS;

		if (m_caster->HasSpellCooldown(m_spellInfo->Id))
		{
			if (m_triggeredByAuraSpell || IsTriggered())
				return SPELL_FAILED_DONT_REPORT;
			else
				return SPELL_FAILED_NOT_READY;
		}

		// check if we are using a potion in combat for the 2nd+ time. Cooldown is added only after caster gets out of combat
		if (m_caster && m_caster->ToPlayer() && m_caster->ToPlayer()->GetLastPotionId() != NULL && m_CastItem && (m_CastItem->IsPotion() || m_spellInfo->GetSpellCooldowns()))
			return SPELL_FAILED_NOT_READY;
	}

	if (m_spellInfo->AttributesEx7 & SPELL_ATTR7_IS_CHEAT_SPELL && !m_caster->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS))
	{
		m_customError = SPELL_CUSTOM_ERROR_GM_ONLY;
		return SPELL_FAILED_CUSTOM_ERROR;
	}

	// Check global cooldown
	if (strict && !(_triggeredCastFlags & TRIGGERED_IGNORE_GCD) && HasGlobalCooldown())
		return SPELL_FAILED_NOT_READY;

	// only triggered spells can be processed an ended battleground
	if (!IsTriggered() && m_caster->GetTypeId() == TYPEID_PLAYER)
		if (Battleground* bg = m_caster->ToPlayer()->GetBattleground())
			if (bg->GetStatus() == STATUS_WAIT_LEAVE)
				return SPELL_FAILED_DONT_REPORT;

	if (m_caster->GetTypeId() == TYPEID_PLAYER && VMAP::VMapFactory::createOrGetVMapManager()->isLineOfSightCalcEnabled())
	{
		if (m_spellInfo->Attributes & SPELL_ATTR0_OUTDOORS_ONLY &&
			!m_caster->GetMap()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
			return SPELL_FAILED_ONLY_OUTDOORS;

		if (m_spellInfo->Attributes & SPELL_ATTR0_INDOORS_ONLY &&
			m_caster->GetMap()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
			return SPELL_FAILED_ONLY_INDOORS;
	}

	// only check at first call, Stealth auras are already removed at second call
	// for now, ignore triggered spells
	if (strict && !(_triggeredCastFlags & TRIGGERED_IGNORE_SHAPESHIFT))
	{
		bool checkForm = true;
		// Ignore form req aura
		Unit::AuraEffectList const& ignore = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT);
		for (Unit::AuraEffectList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
		{
			if (!(*i)->IsAffectingSpell(m_spellInfo))
				continue;
			checkForm = false;
			break;
		}
		if (checkForm)
		{
			// Cannot be used in this stance/form
			SpellCastResult shapeError = m_spellInfo->CheckShapeshift(m_caster->GetShapeshiftForm());
			if (shapeError != SPELL_CAST_OK)
				return shapeError;

			if ((m_spellInfo->Attributes & SPELL_ATTR0_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
				return SPELL_FAILED_ONLY_STEALTHED;
		}
	}

	Unit::AuraEffectList const& blockSpells = m_caster->GetAuraEffectsByType(SPELL_AURA_BLOCK_SPELL_FAMILY);
	for (Unit::AuraEffectList::const_iterator blockItr = blockSpells.begin(); blockItr != blockSpells.end(); ++blockItr)
		if (uint32((*blockItr)->GetMiscValue()) == m_spellInfo->SpellFamilyName &&
			// hack for Akil'zon electrical storm fix:
			m_spellInfo->Id != 43653 && m_spellInfo->Id != 43654 && m_spellInfo->Id != 43655 && m_spellInfo->Id != 43656 && m_spellInfo->Id != 43657 && m_spellInfo->Id != 43658 && m_spellInfo->Id != 43659 && m_spellInfo->Id != 44007 && m_spellInfo->Id != 97300)
			return SPELL_FAILED_SPELL_UNAVAILABLE;

	bool reqCombat = true;
	Unit::AuraEffectList const& stateAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
	for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end(); ++j)
	{
		if ((*j)->IsAffectingSpell(m_spellInfo))
		{
			m_needComboPoints = false;
			if ((*j)->GetMiscValue() == 1)
			{
				reqCombat = false;
				break;
			}
		}
	}

	// caster state requirements
	// not for triggered spells (needed by execute)
	if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURASTATE))
	{
		if (m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraState), m_spellInfo, m_caster))
			return SPELL_FAILED_CASTER_AURASTATE;
		if (m_spellInfo->CasterAuraStateNot && m_caster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraStateNot), m_spellInfo, m_caster))
			return SPELL_FAILED_CASTER_AURASTATE;
		// Note: spell 62473 requres casterAuraSpell = triggering spell
		if (m_spellInfo->CasterAuraSpell && !m_caster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->CasterAuraSpell, m_caster)))
			return SPELL_FAILED_CASTER_AURASTATE;
		if (reqCombat && m_caster->isInCombat() && !m_spellInfo->CanBeUsedInCombat())
			return SPELL_FAILED_AFFECTING_COMBAT;
	}
	// Pursuit of Justice should check ExcludeCasterAuraSpell even though it is triggered
	if (m_spellInfo->ExcludeCasterAuraSpell && m_caster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->ExcludeCasterAuraSpell, m_caster)))
		return IsTriggered() ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_CASTER_AURASTATE;

	// cancel autorepeat spells if cast start when moving
	// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
	// Do not cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
	if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving() && !m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
	{
		// skip stuck spell to allow use it in falling case and apply spell limitations at movement
		if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK) &&
			(IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0))
			return SPELL_FAILED_MOVING;
	}


	// Check vehicle flags
	if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE))
	{
		SpellCastResult vehicleCheck = m_spellInfo->CheckVehicle(m_caster);
		if (vehicleCheck != SPELL_CAST_OK)
			return vehicleCheck;
	}

	// check spell cast conditions from database
	{
		ConditionSourceInfo condInfo = ConditionSourceInfo(m_caster);
		condInfo.mConditionTargets[1] = m_targets.GetObjectTarget();
		ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL, m_spellInfo->Id);
		if (!conditions.empty() && !sConditionMgr->IsObjectMeetToConditions(condInfo, conditions))
		{
			// mLastFailedCondition can be NULL if there was an error processing the condition in Condition::Meets (i.e. wrong data for ConditionTarget or others)
			if (condInfo.mLastFailedCondition && condInfo.mLastFailedCondition->ErrorType)
			{
				if (condInfo.mLastFailedCondition->ErrorType == SPELL_FAILED_CUSTOM_ERROR)
					m_customError = SpellCustomErrors(condInfo.mLastFailedCondition->ErrorTextId);
				return SpellCastResult(condInfo.mLastFailedCondition->ErrorType);
			}
			if (!condInfo.mLastFailedCondition || !condInfo.mLastFailedCondition->ConditionTarget)
				return SPELL_FAILED_CASTER_AURASTATE;
			return SPELL_FAILED_BAD_TARGETS;
		}
	}

	// Don't check explicit target for passive spells (workaround) (check should be skipped only for learn case)
	// those spells may have incorrect target entries or not filled at all (for example 15332)
	// such spells when learned are not targeting anyone using targeting system, they should apply directly to caster instead
	// also, such casts shouldn't be sent to client
	if (!((m_spellInfo->Attributes & SPELL_ATTR0_PASSIVE) && (!m_targets.GetUnitTarget() || m_targets.GetUnitTarget() == m_caster)))
	{
		// Check explicit target for m_originalCaster - todo: get rid of such workarounds
		SpellCastResult castResult = m_spellInfo->CheckExplicitTarget(m_originalCaster && m_caster->GetGoType() == MAX_GAMEOBJECT_TYPE ? m_originalCaster : m_caster, m_targets.GetObjectTarget(), m_targets.GetItemTarget());
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	if (Unit* target = m_targets.GetUnitTarget())
	{
		SpellCastResult castResult = m_spellInfo->CheckTarget(m_caster, target, false);
		if (castResult != SPELL_CAST_OK)
			return castResult;

		if (target != m_caster)
		{
			// TODO: Replace by a more general check
			if (!strict && m_spellInfo->AttributesCu & SPELL_ATTR0_CU_AURA_CC && m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC)
				if (Aura* aur = target->GetAura(m_spellInfo->Id))
					if (aur->GetDuration() > (aur->GetMaxDuration() / 2))
						return SPELL_FAILED_MORE_POWERFUL;

			// Must be behind the target
			if ((m_spellInfo->AttributesCu & SPELL_ATTR0_CU_REQ_CASTER_BEHIND_TARGET) && target->HasInArc(static_cast<float>(M_PI), m_caster))
				return SPELL_FAILED_NOT_BEHIND;

			// Target must be facing you
			if ((m_spellInfo->AttributesCu & SPELL_ATTR0_CU_REQ_TARGET_FACING_CASTER) && !target->HasInArc(static_cast<float>(M_PI), m_caster))
			{
				bool needsFacing = true;
				switch (m_spellInfo->Id)
				{
				case 1776: // Gouge
					needsFacing = !m_caster->HasAura(56809);
					break;
				default:
					break;
				}
				if (needsFacing)
					return SPELL_FAILED_NOT_INFRONT;
			}

			if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly casted by a trigger)
			{
				if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, NULL, SPELL_DISABLE_LOS) && !m_caster->IsWithinLOSInMap(target))
					return SPELL_FAILED_LINE_OF_SIGHT;
				if (m_caster->IsVisionObscured(target))
				{
					if (!(target->HasAura(51755) && m_spellInfo->Id != 6770 && m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE))
					{
						return SPELL_FAILED_VISION_OBSCURED; // smoke bomb, camouflage...
					}
				}
			}
		}
	}

	// Check for line of sight for spells with dest
	if (m_targets.HasDst())
	{
		float x, y, z;
		m_targets.GetDstPos()->GetPosition(x, y, z);

		if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, NULL, SPELL_DISABLE_LOS) && !m_caster->IsWithinLOS(x, y, z))
			return SPELL_FAILED_LINE_OF_SIGHT;
	}

	// check pet presence
	for (int j = 0; j < MAX_SPELL_EFFECTS; ++j)
	{
		if (m_spellInfo->Effects[j].TargetA.GetTarget() == TARGET_UNIT_PET)
		{
			Unit* target = m_caster->GetGuardianPet();
			if (!target)
			{
				if (m_triggeredByAuraSpell)              // not report pet not existence for triggered spells
					return SPELL_FAILED_DONT_REPORT;
				else
					return SPELL_FAILED_NO_PET;
			}
			else if (!target->isAlive())
				return SPELL_FAILED_TARGETS_DEAD;
			else
			{
				if (!m_triggeredByAuraSpell)
					if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_caster->IsWithinLOSInMap(target))
						return SPELL_FAILED_LINE_OF_SIGHT;
			}
			break;
		}
	}

	// Spell casted only on battleground
	if ((m_spellInfo->AttributesEx3 & SPELL_ATTR3_BATTLEGROUND) && m_caster->GetTypeId() == TYPEID_PLAYER)
		if (!m_caster->ToPlayer()->InBattleground())
			return SPELL_FAILED_ONLY_BATTLEGROUNDS;

	// do not allow spells to be cast in arenas or rated battlegrounds
	if (Player* player = m_caster->ToPlayer())
		if (player->InArena()/* || player->InRatedBattleGround() NYI*/)
		{
			SpellCastResult castResult = CheckArenaAndRatedBattlegroundCastRules();
			if (castResult != SPELL_CAST_OK)
				return castResult;
		}

	// zone check
	if (m_caster->GetTypeId() == TYPEID_UNIT || !m_caster->ToPlayer()->isGameMaster())
	{
		uint32 zone, area;
		m_caster->GetZoneAndAreaId(zone, area);

		SpellCastResult locRes = m_spellInfo->CheckLocation(m_caster->GetMapId(), zone, area,
			m_caster->GetTypeId() == TYPEID_PLAYER ? m_caster->ToPlayer() : NULL);
		if (locRes != SPELL_CAST_OK)
			return locRes;
	}

	// not let players cast spells at mount (and let do it to creatures)
	if (m_caster->IsMounted() && m_caster->GetTypeId() == TYPEID_PLAYER && !(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE) &&
		!m_spellInfo->IsPassive() && !(m_spellInfo->Attributes & SPELL_ATTR0_CASTABLE_WHILE_MOUNTED))
	{
		if (m_caster->isInFlight())
			return SPELL_FAILED_NOT_ON_TAXI;
		else
			return SPELL_FAILED_NOT_MOUNTED;
	}

	SpellCastResult castResult = SPELL_CAST_OK;

	// always (except passive spells) check items (focus object can be required for any type casts)
	if (!m_spellInfo->IsPassive())
	{
		castResult = CheckItems();
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	// Triggered spells also have range check
	// TODO: determine if there is some flag to enable/disable the check
	castResult = CheckRange(strict);
	if (castResult != SPELL_CAST_OK)
		return castResult;

	if (!(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST))
	{
		castResult = CheckPower();
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS))
	{
		castResult = CheckCasterAuras();
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	// script hook
	castResult = CallScriptCheckCastHandlers();
	if (castResult != SPELL_CAST_OK)
		return castResult;

	bool hasDispellableAura = false;
	bool hasNonDispelEffect = false;
	uint32 dispelMask = 0;
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_DISPEL)
		{
			if (m_spellInfo->Effects[i].IsTargetingArea() || m_spellInfo->AttributesEx & SPELL_ATTR1_MELEE_COMBAT_START)
			{
				hasDispellableAura = true;
				break;
			}

			dispelMask |= SpellInfo::GetDispelMask(DispelType(m_spellInfo->Effects[i].MiscValue));
		}
		else if (m_spellInfo->Effects[i].IsEffect())
		{
			hasNonDispelEffect = true;
			break;
		}
	}

	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		// for effects of spells that have only one target
		switch (m_spellInfo->Effects[i].Effect)
		{
		case SPELL_EFFECT_APPLY_AURA:
		{
			switch (m_spellInfo->Id)
			{
			case 82692: // Focus Fire
			{
				if (Player* caster = m_caster->ToPlayer())
					if (!caster->GetPet())
						return SPELL_FAILED_NO_PET;
				break;
			}
			}
			break;
		}
		case SPELL_EFFECT_ADD_COMBO_POINTS:
		{
			if (m_spellInfo->Id == 73981)          // Redirect
			{
				if (Player* plrCaster = m_caster->ToPlayer())
				{
					if (!plrCaster->GetComboPoints())
						return SPELL_FAILED_NO_COMBO_POINTS;
					else if (m_targets.GetUnitTarget())
					{
						if (plrCaster->GetComboTarget() == m_targets.GetUnitTarget()->GetGUID())
							return SPELL_FAILED_BAD_TARGETS;
					}
				}

			}
			break;
		}
		case SPELL_EFFECT_DUMMY:
		{
			switch (m_spellInfo->Id)
			{
			case 19938: // Awaken Peon
			{
				Unit* unit = m_targets.GetUnitTarget();
				if (!unit || !unit->HasAura(17743))
					return SPELL_FAILED_BAD_TARGETS;
				break;
			}
			case 31789: // Righteous Defense
			{
				if (m_caster->GetTypeId() != TYPEID_PLAYER)
					return SPELL_FAILED_DONT_REPORT;

				Unit* target = m_targets.GetUnitTarget();
				if (!target || !target->IsFriendlyTo(m_caster) || target->getAttackers().empty())
					return SPELL_FAILED_BAD_TARGETS;
				break;

			}
			case 34026: // Kill Command
			{
				Pet* pet = m_caster->ToPlayer()->GetPet();
				if (!pet || !pet->GetVictim() || !pet->isInCombat() || !pet->IsWithinCombatRange(pet->GetVictim(), 5.0f))
					return SPELL_FAILED_OUT_OF_RANGE;
				break;
			}
			}
			break;
		}
		case SPELL_EFFECT_LEARN_SPELL:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;

			if (m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_UNIT_PET)
				break;

			Pet* pet = m_caster->ToPlayer()->GetPet();

			if (!pet)
				return SPELL_FAILED_NO_PET;

			SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[i].TriggerSpell);

			if (!learn_spellproto)
				return SPELL_FAILED_NOT_KNOWN;

			if (m_spellInfo->SpellLevel > pet->getLevel())
				return SPELL_FAILED_LOWLEVEL;

			break;
		}
		case SPELL_EFFECT_UNLOCK_GUILD_VAULT_TAB:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;
			if (Guild* guild = m_caster->ToPlayer()->GetGuild())
				if (guild->GetLeaderGUID() != m_caster->ToPlayer()->GetGUID())
					return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW;
			break;
		}
		case SPELL_EFFECT_LEARN_PET_SPELL:
		{
			// check target only for unit target case
			if (Unit* unitTarget = m_targets.GetUnitTarget())
			{
				if (m_caster->GetTypeId() != TYPEID_PLAYER)
					return SPELL_FAILED_BAD_TARGETS;

				Pet* pet = unitTarget->ToPet();
				if (!pet || pet->GetOwner() != m_caster)
					return SPELL_FAILED_BAD_TARGETS;

				SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[i].TriggerSpell);

				if (!learn_spellproto)
					return SPELL_FAILED_NOT_KNOWN;

				if (m_spellInfo->SpellLevel > pet->getLevel())
					return SPELL_FAILED_LOWLEVEL;
			}
			break;
		}
		case SPELL_EFFECT_APPLY_GLYPH:
		{
			uint32 glyphId = m_spellInfo->Effects[i].MiscValue;
			if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyphId))
				if (m_caster->HasAura(gp->SpellId))
					return SPELL_FAILED_UNIQUE_GLYPH;
			break;
		}
		case SPELL_EFFECT_FEED_PET:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;

			Item* foodItem = m_targets.GetItemTarget();
			if (!foodItem)
				return SPELL_FAILED_BAD_TARGETS;

			Pet* pet = m_caster->ToPlayer()->GetPet();

			if (!pet)
				return SPELL_FAILED_NO_PET;

			if (!pet->HaveInDiet(foodItem->GetTemplate()))
				return SPELL_FAILED_WRONG_PET_FOOD;

			if (!pet->GetCurrentFoodBenefitLevel(foodItem->GetTemplate()->ItemLevel))
				return SPELL_FAILED_FOOD_LOWLEVEL;

			if (m_caster->isInCombat() || pet->isInCombat())
				return SPELL_FAILED_AFFECTING_COMBAT;

			break;
		}
		case SPELL_EFFECT_POWER_BURN:
		case SPELL_EFFECT_POWER_DRAIN:
		{
			// Can be area effect, Check only for players and not check if target - caster (spell can have multiply drain/burn effects)
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
				if (Unit* target = m_targets.GetUnitTarget())
					if (target != m_caster && target->getPowerType() != Powers(m_spellInfo->Effects[i].MiscValue))
						return SPELL_FAILED_BAD_TARGETS;
			break;
		}
		case SPELL_EFFECT_CHARGE:
		{
			if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR)
			{
				// Warbringer - can't be handled in proc system - should be done before checkcast root check and charge effect process
				if (strict && m_caster->IsScriptOverriden(m_spellInfo, 6953))
					m_caster->RemoveMovementImpairingAuras();
			}

			if (m_caster->HasUnitState(UNIT_STATE_ROOT))
				return SPELL_FAILED_ROOTED;

			Unit* target = m_targets.GetUnitTarget();

			if (!target)
				return SPELL_FAILED_DONT_REPORT;

			if (m_caster->GetTypeId() == TYPEID_PLAYER)
				if (!target->isAlive())
					return SPELL_FAILED_BAD_TARGETS;

			Position pos;
			target->GetContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
			target->GetFirstCollisionPosition(pos, CONTACT_DISTANCE, target->GetRelativeAngle(m_caster));

			bool result = m_preGeneratedPath.CalculatePath(pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f /*target->GetObjectSize()*/);
			if (!result || m_preGeneratedPath.GetPathType() & PATHFIND_INCOMPLETE || m_preGeneratedPath.GetPathLength() > (m_spellInfo->GetMaxRange(true) * 1.5f))
				return SPELL_FAILED_NOPATH;

			break;
		}
		case SPELL_EFFECT_SKINNING:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.GetUnitTarget() || m_targets.GetUnitTarget()->GetTypeId() != TYPEID_UNIT)
				return SPELL_FAILED_BAD_TARGETS;

			if (!(m_targets.GetUnitTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & UNIT_FLAG_SKINNABLE))
				return SPELL_FAILED_TARGET_UNSKINNABLE;

			Creature* creature = m_targets.GetUnitTarget()->ToCreature();
			if (creature->GetCreatureType() != CREATURE_TYPE_CRITTER && !creature->loot.isLooted())
				return SPELL_FAILED_TARGET_NOT_LOOTED;

			uint32 skill = creature->GetCreatureTemplate()->GetRequiredLootSkill();

			int32 skillValue = m_caster->ToPlayer()->GetSkillValue(skill);
			int32 TargetLevel = m_targets.GetUnitTarget()->getLevel();
			int32 ReqValue = (skillValue < 100 ? (TargetLevel - 10) * 10 : TargetLevel * 5);
			if (ReqValue > skillValue)
				return SPELL_FAILED_LOW_CASTLEVEL;

			// chance for fail at orange skinning attempt
			if ((m_selfContainer && (*m_selfContainer) == this) &&
				skillValue < sWorld->GetConfigMaxSkillValue() &&
				(ReqValue < 0 ? 0 : ReqValue) > irand(skillValue - 25, skillValue + 37))
				return SPELL_FAILED_TRY_AGAIN;

			break;
		}
		case SPELL_EFFECT_OPEN_LOCK:
		{
			if (m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_GAMEOBJECT_TARGET &&
				m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_GAMEOBJECT_ITEM_TARGET)
				break;

			if (m_caster->GetTypeId() != TYPEID_PLAYER  // only players can open locks, gather etc.
				// we need a go target in case of TARGET_GAMEOBJECT_TARGET
				|| (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_GAMEOBJECT_TARGET && !m_targets.GetGOTarget()))
				return SPELL_FAILED_BAD_TARGETS;

			Item* pTempItem = NULL;
			if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM)
			{
				if (TradeData* pTrade = m_caster->ToPlayer()->GetTradeData())
					pTempItem = pTrade->GetTraderData()->GetItem(TradeSlots(m_targets.GetItemTargetGUID()));
			}
			else if (m_targets.GetTargetMask() & TARGET_FLAG_ITEM)
				pTempItem = m_caster->ToPlayer()->GetItemByGuid(m_targets.GetItemTargetGUID());

			// we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM_TARGET
			if (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET &&
				!m_targets.GetGOTarget() &&
				(!pTempItem || !pTempItem->GetTemplate()->LockID || !pTempItem->IsLocked()))
				return SPELL_FAILED_BAD_TARGETS;

			if (m_spellInfo->Id != 1842 || (m_targets.GetGOTarget() &&
				m_targets.GetGOTarget()->GetGOInfo()->type != GAMEOBJECT_TYPE_TRAP))
				if (m_caster->ToPlayer()->InBattleground() && // In Battleground players can use only flags and banners
					!m_caster->ToPlayer()->CanUseBattlegroundObject(m_targets.GetGOTarget()))
					return SPELL_FAILED_TRY_AGAIN;

			// get the lock entry
			uint32 lockId = 0;
			if (GameObject* go = m_targets.GetGOTarget())
			{
				lockId = go->GetGOInfo()->GetLockId();
				if (!lockId)
					return SPELL_FAILED_BAD_TARGETS;
			}
			else if (Item* itm = m_targets.GetItemTarget())
				lockId = itm->GetTemplate()->LockID;

			SkillType skillId = SKILL_NONE;
			int32 reqSkillValue = 0;
			int32 skillValue = 0;

			// check lock compatibility
			SpellCastResult res = CanOpenLock(i, lockId, skillId, reqSkillValue, skillValue);
			if (res != SPELL_CAST_OK)
				return res;

			// chance for fail at orange mining/herb/LockPicking gathering attempt
			// second check prevent fail at rechecks
			if (skillId != SKILL_NONE && (!m_selfContainer || ((*m_selfContainer) != this)))
			{
				bool canFailAtMax = skillId != SKILL_HERBALISM && skillId != SKILL_MINING && skillId != SKILL_ARCHAEOLOGY;

				// chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
				if ((canFailAtMax || skillValue < sWorld->GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue - 25, skillValue + 37))
					return SPELL_FAILED_TRY_AGAIN;
			}
			break;
		}
		case SPELL_EFFECT_RESURRECT_PET:
		{
			Creature* pet = m_caster->GetGuardianPet();

			if (pet && pet->isAlive())
				return SPELL_FAILED_ALREADY_HAVE_SUMMON;

			break;
		}
		// This is generic summon effect
		case SPELL_EFFECT_SUMMON:
		{
			SummonPropertiesEntry const* SummonProperties = sSummonPropertiesStore.LookupEntry(m_spellInfo->Effects[i].MiscValueB);
			if (!SummonProperties)
				break;

			switch (m_spellInfo->Id)
			{
			case 62857:
				if (m_caster->GetTypeId() == TYPEID_PLAYER)
					if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground())
						if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)
							return SPELL_FAILED_NOT_IN_BATTLEGROUND;
				break;
			}
			break;

			switch (SummonProperties->Category)
			{
			case SUMMON_CATEGORY_PET:
				m_caster->RemoveAllMinionsByEntry(m_spellInfo->Effects[i].MiscValue);
				break;
			case SUMMON_CATEGORY_PUPPET:
				if (m_caster->GetCharmGUID())
					return SPELL_FAILED_ALREADY_HAVE_CHARM;
				break;
			}
			break;
		}
		case SPELL_EFFECT_CREATE_TAMED_PET:
		{
			if (m_targets.GetUnitTarget())
			{
				if (m_targets.GetUnitTarget()->GetTypeId() != TYPEID_PLAYER)
					return SPELL_FAILED_BAD_TARGETS;
				if (m_targets.GetUnitTarget()->GetPetGUID())
					return SPELL_FAILED_ALREADY_HAVE_SUMMON;
			}
			break;
		}
		case SPELL_EFFECT_SUMMON_PET:
		{
			if (m_caster->GetPetGUID())                  //let warlock do a replacement summon
			{
				if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK)
				{
					if (strict)                         //starting cast, trigger pet stun (cast by pet so it doesn't attack player)
						if (Pet* pet = m_caster->ToPlayer()->GetPet())
							pet->CastSpell(pet, 32752, true, NULL, NULL, pet->GetGUID());
				}
				else
					m_caster->RemoveAllMinionsByEntry(m_spellInfo->Effects[i].MiscValue);
			}

			if (m_caster->GetCharmGUID())
				return SPELL_FAILED_ALREADY_HAVE_CHARM;
			break;
		}
		case SPELL_EFFECT_SUMMON_PLAYER:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;
			if (!m_caster->ToPlayer()->GetSelection())
				return SPELL_FAILED_BAD_TARGETS;

			Player* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetSelection());
			if (!target || m_caster->ToPlayer() == target || (!target->IsInSameRaidWith(m_caster->ToPlayer()) && m_spellInfo->Id != 48955)) // refer-a-friend spell
				return SPELL_FAILED_BAD_TARGETS;

			// check if our map is dungeon
			MapEntry const* map = sMapStore.LookupEntry(m_caster->GetMapId());
			if (map->IsDungeon())
			{
				uint32 mapId = m_caster->GetMap()->GetId();
				Difficulty difficulty = m_caster->GetMap()->GetDifficulty();
				if (map->IsRaid())
					if (InstancePlayerBind* targetBind = target->GetBoundInstance(mapId, difficulty))
						if (InstancePlayerBind* casterBind = m_caster->ToPlayer()->GetBoundInstance(mapId, difficulty))
							if (targetBind->perm && targetBind->save != casterBind->save)
								return SPELL_FAILED_TARGET_LOCKED_TO_RAID_INSTANCE;

				InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapId);
				if (!instance)
					return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
				if (!target->Satisfy(sObjectMgr->GetAccessRequirement(mapId, difficulty), mapId))
					return SPELL_FAILED_BAD_TARGETS;
			}
			break;
		}
		// RETURN HERE
		case SPELL_EFFECT_SUMMON_RAF_FRIEND:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;

			Player* playerCaster = m_caster->ToPlayer();
			//
			if (!(playerCaster->GetSelection()))
				return SPELL_FAILED_BAD_TARGETS;

			Player* target = ObjectAccessor::FindPlayer(playerCaster->GetSelection());

			if (!target ||
				!(target->GetSession()->GetRecruiterId() == playerCaster->GetSession()->GetAccountId() || target->GetSession()->GetAccountId() == playerCaster->GetSession()->GetRecruiterId()))
				return SPELL_FAILED_BAD_TARGETS;

			break;
		}
		case SPELL_EFFECT_LEAP:
		case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER:
		{
			//Do not allow to cast it before BG starts.
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
				if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground())
					if (bg->GetStatus() != STATUS_IN_PROGRESS)
						return SPELL_FAILED_TRY_AGAIN;
			break;
		}
		case SPELL_EFFECT_STEAL_BENEFICIAL_BUFF:
		{
			if (m_targets.GetUnitTarget() == m_caster)
				return SPELL_FAILED_BAD_TARGETS;
			break;
		}
		case SPELL_EFFECT_JUMP_DEST:
		case SPELL_EFFECT_LEAP_BACK:
		{
			if (m_caster->HasUnitState(UNIT_STATE_ROOT))
			{
				if (m_caster->GetTypeId() == TYPEID_PLAYER)
					return SPELL_FAILED_ROOTED;
				else
					return SPELL_FAILED_DONT_REPORT;
			}
			break;
		}
		case SPELL_EFFECT_TALENT_SPEC_SELECT:
			// can't change during already started arena/battleground
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
				if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground())
					if (bg->GetStatus() == STATUS_IN_PROGRESS)
						return SPELL_FAILED_NOT_IN_BATTLEGROUND;
			break;
		default:
			break;
		}
	}

	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		switch (m_spellInfo->Effects[i].ApplyAuraName)
		{
		case SPELL_AURA_MOD_POSSESS_PET:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_NO_PET;

			Pet* pet = m_caster->ToPlayer()->GetPet();
			if (!pet)
				return SPELL_FAILED_NO_PET;

			if (pet->GetCharmerGUID())
				return SPELL_FAILED_CHARMED;
			break;
		}
		case SPELL_AURA_MOD_POSSESS:
		case SPELL_AURA_MOD_CHARM:
		case SPELL_AURA_AOE_CHARM:
		{
			if (m_caster->GetCharmerGUID())
				return SPELL_FAILED_CHARMED;

			if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_CHARM
				|| m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_POSSESS)
			{
				if (m_caster->GetPetGUID())
					return SPELL_FAILED_ALREADY_HAVE_SUMMON;

				if (m_caster->GetCharmGUID())
					return SPELL_FAILED_ALREADY_HAVE_CHARM;
			}

			if (Unit* target = m_targets.GetUnitTarget())
			{
				if (target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
					return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

				if (target->IsMounted())
					return SPELL_FAILED_CANT_BE_CHARMED;

				if (target->GetCharmerGUID())
					return SPELL_FAILED_CHARMED;

				if (target->GetOwner() && target->GetOwner()->GetTypeId() == TYPEID_PLAYER)
					return SPELL_FAILED_TARGET_IS_PLAYER_CONTROLLED;

				int32 damage = CalculateDamage(i, target);
				if (damage && int32(target->getLevel()) > damage)
					return SPELL_FAILED_HIGHLEVEL;
			}

			break;
		}
		case SPELL_AURA_MOUNTED:
		{
			bool allowInWaterMount = false;

			if (MountCapabilityEntry const* mountCapability = sMountCapabilityStore.LookupEntry(m_spellInfo->Effects[i].MiscValueB))
				if (mountCapability->Flags & MOUNT_FLAG_CAN_SWIM)
					allowInWaterMount = true;

			// Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells
			bool allowMount = !m_caster->GetMap()->IsDungeon() || m_caster->GetMap()->IsBattlegroundOrArena();
			InstanceTemplate const* it = sObjectMgr->GetInstanceTemplate(m_caster->GetMapId());
			if (it)
				allowMount = it->AllowMount;
			if (m_caster->GetTypeId() == TYPEID_PLAYER && !allowMount && !m_spellInfo->AreaGroupId)
				return SPELL_FAILED_NO_MOUNTS_ALLOWED;

			if (m_caster->IsInDisallowedMountForm())
				return SPELL_FAILED_NOT_SHAPESHIFT;

			break;
		}
		case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
		{
			if (!m_targets.GetUnitTarget())
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			// can be casted at non-friendly unit or own pet/charm
			if (m_caster->IsFriendlyTo(m_targets.GetUnitTarget()))
				return SPELL_FAILED_TARGET_FRIENDLY;

			break;
		}
		case SPELL_AURA_FLY:
		case SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED:
		{
			// not allow cast fly spells if not have req. skills  (all spells is self target)
			// allow always ghost flight spells
			if (m_originalCaster && m_originalCaster->GetTypeId() == TYPEID_PLAYER && m_originalCaster->isAlive())
			{
				Battlefield* Bf = sBattlefieldMgr->GetBattlefieldToZoneId(m_originalCaster->GetZoneId());
				if (AreaTableEntry const* area = GetAreaEntryByAreaID(m_originalCaster->GetAreaId()))
					if (area->flags & AREA_FLAG_NO_FLY_ZONE || (Bf && !Bf->CanFlyIn()))
						return (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_NOT_HERE;
			}
			break;
		}
		case SPELL_AURA_PERIODIC_MANA_LEECH:
		{
			if (m_spellInfo->Effects[i].IsTargetingArea())
				break;

			if (!m_targets.GetUnitTarget())
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem)
				break;

			if (m_targets.GetUnitTarget()->getPowerType() != POWER_MANA)
				return SPELL_FAILED_BAD_TARGETS;

			break;
		}
		default:
			break;
		}
	}

	// check trade slot case (last, for allow catch any another cast problems)
	if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM)
	{
		if (m_CastItem)
			return SPELL_FAILED_ITEM_ENCHANT_TRADE_WINDOW;

		if (m_caster->GetTypeId() != TYPEID_PLAYER)
			return SPELL_FAILED_NOT_TRADING;

		TradeData* my_trade = m_caster->ToPlayer()->GetTradeData();

		if (!my_trade)
			return SPELL_FAILED_NOT_TRADING;

		TradeSlots slot = TradeSlots(m_targets.GetItemTargetGUID());
		if (slot != TRADE_SLOT_NONTRADED)
			return SPELL_FAILED_BAD_TARGETS;

		if (!IsTriggered())
			if (my_trade->GetSpell())
				return SPELL_FAILED_ITEM_ALREADY_ENCHANTED;
	}

	// check if caster has at least 1 combo point for spells that require combo points
	if (m_needComboPoints)
		if (Player* plrCaster = m_caster->ToPlayer())
			if (!plrCaster->GetComboPoints())
				return SPELL_FAILED_NO_COMBO_POINTS;

	// Spells with charge effect shall not be usable while rooted
	if (m_spellInfo->AttributesEx7 & SPELL_ATTR7_HAS_CHARGE_EFFECT && m_caster->HasUnitState(UNIT_STATE_ROOT))
		return SPELL_FAILED_ROOTED;

	// all ok
	return SPELL_CAST_OK;
}

SpellCastResult Spell::CheckPetCast(Unit* target)
{
	if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS))              //prevent spellcast interruption by another spellcast
		return SPELL_FAILED_SPELL_IN_PROGRESS;

	// dead owner (pets still alive when owners ressed?)
	if (Unit* owner = m_caster->GetCharmerOrOwner())
		if (!owner->isAlive())
			return SPELL_FAILED_CASTER_DEAD;

	if (!target && m_targets.GetUnitTarget())
		target = m_targets.GetUnitTarget();

	if (m_spellInfo->NeedsExplicitUnitTarget())
	{
		if (!target)
			return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
		m_targets.SetUnitTarget(target);
	}

	return CheckCast(true);
}

SpellCastResult Spell::CheckCasterAuras() const
{
	// spells totally immuned to caster auras (wsg flag drop, give marks etc)
	if (m_spellInfo->AttributesEx6 & SPELL_ATTR6_IGNORE_CASTER_AURAS)
		return SPELL_CAST_OK;

	uint8 school_immune = 0;
	uint32 mechanic_immune = 0;
	uint32 dispel_immune = 0;

	// Check if the spell grants school or mechanic immunity.
	// We use bitmasks so the loop is done only once and not on every aura check below.
	if (m_spellInfo->AttributesEx & SPELL_ATTR1_DISPEL_AURAS_ON_IMMUNITY)
	{
		for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		{
			if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_SCHOOL_IMMUNITY)
				school_immune |= uint32(m_spellInfo->Effects[i].MiscValue);
			else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MECHANIC_IMMUNITY)
				mechanic_immune |= 1 << uint32(m_spellInfo->Effects[i].MiscValue);
			else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_DISPEL_IMMUNITY)
				dispel_immune |= SpellInfo::GetDispelMask(DispelType(m_spellInfo->Effects[i].MiscValue));
		}

		// Custom mechanic immunitys - TODO: Find a better way to handle this
		// Tremor totem for example has USABLE_WHILE_FEARED - This should most likely include MECHANIC_FEAR, MECHANIC_SLEEP & MECHANIC_CHARM
		switch (m_spellInfo->Id)
		{
			// Bullheaded, PvP Trinkets & Bestial wrath
		case 53490:
		case 42292:
		case 59752:
		case 19574:
		case 70029:
			mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK;
			break;
			// Tremor Totem
		case 8143:
			mechanic_immune = (1 << MECHANIC_FEAR) | (1 << MECHANIC_SLEEP) | (1 << MECHANIC_CHARM);
			break;
		}
	}

	bool usableInStun = m_spellInfo->AttributesEx5 & SPELL_ATTR5_USABLE_WHILE_STUNNED;

	// Glyph of Pain Suppression
	// Allow Pain Suppression and Guardian Spirit to be cast while stunned
	// there is no other way to handle it
	if ((m_spellInfo->Id == 33206 || m_spellInfo->Id == 47788) && !m_caster->HasAura(63248))
		usableInStun = false;

	// Check whether the cast should be prevented by any state you might have.
	SpellCastResult prevented_reason = SPELL_CAST_OK;
	// Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out
	uint32 unitflag = m_caster->GetUInt32Value(UNIT_FIELD_FLAGS);     // Get unit state
	if (unitflag & UNIT_FLAG_STUNNED)
	{
		// spell is usable while stunned, check if caster has only mechanic stun auras, another stun types must prevent cast spell
		if (usableInStun)
		{
			bool foundNotStun = false;
			Unit::AuraEffectList const& stunAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_STUN);
			for (Unit::AuraEffectList::const_iterator i = stunAuras.begin(); i != stunAuras.end(); ++i)
			{
				if ((*i)->GetSpellInfo()->GetAllEffectsMechanicMask()
					&& (*i)->GetSpellInfo()->GetAllEffectsMechanicMask() & ((1 << MECHANIC_BANISH) | (1 << MECHANIC_KNOCKOUT) | (1 << MECHANIC_FEAR) | (1 << MECHANIC_SAPPED) | (1 << MECHANIC_CHARM)))
				{
					foundNotStun = true;
					break;
				}
			}
			if (foundNotStun && m_spellInfo->Id != 22812)
				prevented_reason = SPELL_FAILED_STUNNED;
		}
		else
			prevented_reason = SPELL_FAILED_STUNNED;
	}
	else if (unitflag & UNIT_FLAG_CONFUSED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR5_USABLE_WHILE_CONFUSED))
		prevented_reason = SPELL_FAILED_CONFUSED;
	else if (unitflag & UNIT_FLAG_FLEEING && !(m_spellInfo->AttributesEx5 & SPELL_ATTR5_USABLE_WHILE_FEARED))
		prevented_reason = SPELL_FAILED_FLEEING;
	else if (unitflag & UNIT_FLAG_SILENCED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
		prevented_reason = SPELL_FAILED_SILENCED;
	else if (unitflag & UNIT_FLAG_PACIFIED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
		prevented_reason = SPELL_FAILED_PACIFIED;
	else if (m_caster->HasAuraType(SPELL_AURA_MOD_PACIFY_SILENCE) && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_UNK2)
		prevented_reason = SPELL_FAILED_PACIFIED;

	// Attr must make flag drop spell totally immune from all effects
	if (prevented_reason != SPELL_CAST_OK)
	{
		if (school_immune || mechanic_immune || dispel_immune)
		{
			//Checking auras is needed now, because you are prevented by some state but the spell grants immunity.
			Unit::AuraApplicationMap const& auras = m_caster->GetAppliedAuras();
			for (Unit::AuraApplicationMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
			{
				Aura const* aura = itr->second->GetBase();
				SpellInfo const* auraInfo = aura->GetSpellInfo();
				if (auraInfo->GetAllEffectsMechanicMask() & mechanic_immune)
					continue;
				if (auraInfo->GetSchoolMask() & school_immune && !(auraInfo->AttributesEx & SPELL_ATTR1_UNAFFECTED_BY_SCHOOL_IMMUNE))
					continue;
				if (auraInfo->GetDispelMask() & dispel_immune)
					continue;

				//Make a second check for spell failed so the right SPELL_FAILED message is returned.
				//That is needed when your casting is prevented by multiple states and you are only immune to some of them.
				for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
				{
					if (AuraEffect* part = aura->GetEffect(i))
					{
						switch (part->GetAuraType())
						{
						case SPELL_AURA_MOD_STUN:
							if (!usableInStun || !(auraInfo->GetAllEffectsMechanicMask() & (1 << MECHANIC_STUN)))
								return SPELL_FAILED_STUNNED;
							break;
						case SPELL_AURA_MOD_CONFUSE:
							if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR5_USABLE_WHILE_CONFUSED))
								return SPELL_FAILED_CONFUSED;
							break;
						case SPELL_AURA_MOD_FEAR:
							if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR5_USABLE_WHILE_FEARED))
								return SPELL_FAILED_FLEEING;
							break;
						case SPELL_AURA_MOD_SILENCE:
						case SPELL_AURA_MOD_PACIFY:
						case SPELL_AURA_MOD_PACIFY_SILENCE:
							if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
								return SPELL_FAILED_PACIFIED;
							else if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
								return SPELL_FAILED_SILENCED;
							break;
						default: break;
						}
					}
				}
			}
		}
		// You are prevented from casting and the spell casted does not grant immunity. Return a failed error.
		else
			return prevented_reason;
	}
	return SPELL_CAST_OK;
}

SpellCastResult Spell::CheckArenaAndRatedBattlegroundCastRules()
{
	bool isRatedBattleground = false; // NYI
	bool isArena = !isRatedBattleground;

	// check USABLE attributes
	// USABLE takes precedence over NOT_USABLE
	if (isRatedBattleground && m_spellInfo->AttributesEx9 & SPELL_ATTR9_USABLE_IN_RATED_BATTLEGROUNDS)
		return SPELL_CAST_OK;

	if (isArena && m_spellInfo->AttributesEx4 & SPELL_ATTR4_USABLE_IN_ARENA)
		return SPELL_CAST_OK;

	// check NOT_USABLE attributes
	if (m_spellInfo->AttributesEx4 & SPELL_ATTR4_NOT_USABLE_IN_ARENA_OR_RATED_BG)
		return isArena ? SPELL_FAILED_NOT_IN_ARENA : SPELL_FAILED_NOT_IN_RATED_BATTLEGROUND;

	if (isArena && m_spellInfo->AttributesEx9 & SPELL_ATTR9_NOT_USABLE_IN_ARENA)
		return SPELL_FAILED_NOT_IN_ARENA;

	// check cooldowns
	uint32 spellCooldown = m_spellInfo->GetRecoveryTime();
	if (isArena && spellCooldown > 10 * MINUTE * IN_MILLISECONDS) // not sure if still needed
		return SPELL_FAILED_NOT_IN_ARENA;

	if (isRatedBattleground && spellCooldown > 15 * MINUTE * IN_MILLISECONDS)
		return SPELL_FAILED_NOT_IN_RATED_BATTLEGROUND;

	return SPELL_CAST_OK;
}

bool Spell::CanAutoCast(Unit* target)
{
	uint64 targetguid = target->GetGUID();

	for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
	{
		if (m_spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
		{
			if (m_spellInfo->StackAmount <= 1)
			{
				if (target->HasAuraEffect(m_spellInfo->Id, j))
					return false;
			}
			else
			{
				if (AuraEffect* aureff = target->GetAuraEffect(m_spellInfo->Id, j))
					if (aureff->GetBase()->GetStackAmount() >= m_spellInfo->StackAmount)
						return false;
			}
		}
		else if (m_spellInfo->Effects[j].IsAreaAuraEffect())
		{
			if (target->HasAuraEffect(m_spellInfo->Id, j))
				return false;
		}
	}

	SpellCastResult result = CheckPetCast(target);

	if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
	{
		SelectSpellTargets();
		//check if among target units, our WANTED target is as well (->only self cast spells return false)
		for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
			if (ihit->targetGUID == targetguid)
				return true;
	}
	return false;                                           //target invalid
}

SpellCastResult Spell::CheckRange(bool strict)
{
	// Don't check for instant cast spells
	if (!strict && m_casttime == 0)
		return SPELL_CAST_OK;

	uint32 range_type = 0;

	if (m_spellInfo->RangeEntry)
	{
		// check needed by 68766 51693 - both spells are cast on enemies and have 0 max range
		// these are triggered by other spells - possibly we should omit range check in that case?
		if (m_spellInfo->RangeEntry->ID == 1)
			return SPELL_CAST_OK;

		range_type = m_spellInfo->RangeEntry->type;
	}

	if (!m_caster)
		return SPELL_FAILED_DONT_REPORT;

	Unit* target = m_targets.GetUnitTarget();
	float max_range = m_caster->GetSpellMaxRangeForTarget(target, m_spellInfo);
	float min_range = m_caster->GetSpellMinRangeForTarget(target, m_spellInfo);

	if (Player* modOwner = m_caster->GetSpellModOwner())
		modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);

	if (target && target != m_caster)
	{
		if (range_type == SPELL_RANGE_MELEE)
		{
			// Because of lag, we can not check too strictly here.
			if (!m_caster->IsWithinMeleeRange(target, max_range))
				return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT;
		}
		else if (!m_caster->IsWithinCombatRange(target, max_range))
			return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT; //0x5A;

		if (range_type == SPELL_RANGE_RANGED)
		{
			if (m_caster->IsWithinMeleeRange(target))
				return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_TOO_CLOSE : SPELL_FAILED_DONT_REPORT;
		}
		else if (min_range && m_caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0
			return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_TOO_CLOSE : SPELL_FAILED_DONT_REPORT;

		if (m_caster->GetTypeId() == TYPEID_PLAYER &&
			(m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(static_cast<float>(M_PI), target))
			return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_UNIT_NOT_INFRONT : SPELL_FAILED_DONT_REPORT;

		//   if (!(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_INTERFERE_TARGETING) && m_caster->IsVisionObscured(target, range_type != SPELL_RANGE_MELEE))
		//      return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_VISION_OBSCURED : SPELL_FAILED_DONT_REPORT;
	}

	if (m_targets.HasDst() && !m_targets.HasTraj())
	{
		if (!m_caster->IsWithinDist3d(m_targets.GetDstPos(), max_range))
			return SPELL_FAILED_OUT_OF_RANGE;
		if (min_range && m_caster->IsWithinDist3d(m_targets.GetDstPos(), min_range))
			return SPELL_FAILED_TOO_CLOSE;
	}

	return SPELL_CAST_OK;
}

SpellCastResult Spell::CheckPower()
{
	// item cast not used power
	if (m_CastItem)
		return SPELL_CAST_OK;

	// health as power used - need check health amount
	if (m_spellInfo->PowerType == POWER_HEALTH)
	{
		if (int32(m_caster->GetHealth()) <= m_powerCost)
			return SPELL_FAILED_CASTER_AURASTATE;
		return SPELL_CAST_OK;
	}
	// Check valid power type
	if (m_spellInfo->PowerType >= MAX_POWERS)
	{
		sLog->outError(LOG_FILTER_SPELLS_AURAS, "Spell::CheckPower: Unknown power type '%d'", m_spellInfo->PowerType);
		return SPELL_FAILED_UNKNOWN;
	}

	//check rune cost only if a spell has PowerType == POWER_RUNES
	if (m_spellInfo->PowerType == POWER_RUNES)
	{
		SpellCastResult failReason = CheckRuneCost(m_spellInfo->RuneCostID);
		if (failReason != SPELL_CAST_OK)
			return failReason;
	}

	bool skipPowerCheck = false;
	// Dark simulacrum should allows us to cast any spell regardless of the power cost
	// Maybe this should be implemented generally for all SPELL_AURA_OVERRIDES
	if (AuraEffect* simulacrum = m_caster->GetAuraEffect(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_2, SPELLFAMILY_DEATHKNIGHT, 2206, EFFECT_0))
		skipPowerCheck = simulacrum->GetAmount() == m_spellInfo->Id;

	// Check power amount
	Powers powerType = Powers(m_spellInfo->PowerType);
	if (!skipPowerCheck && int32(m_caster->GetPower(powerType)) < m_powerCost)
		return SPELL_FAILED_NO_POWER;
	else
		return SPELL_CAST_OK;
}

SpellCastResult Spell::CheckItems()
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return SPELL_CAST_OK;

	Player* p_caster = (Player*)m_caster;

	if (!m_CastItem)
	{
		if (m_castItemGUID)
			return SPELL_FAILED_ITEM_NOT_READY;
	}
	else
	{
		uint32 itemid = m_CastItem->GetEntry();
		if (!p_caster->HasItemCount(itemid))
			return SPELL_FAILED_ITEM_NOT_READY;

		ItemTemplate const* proto = m_CastItem->GetTemplate();
		if (!proto)
			return SPELL_FAILED_ITEM_NOT_READY;

		for (int i = 0; i < MAX_ITEM_SPELLS; ++i)
			if (proto->Spells[i].SpellCharges)
				if (m_CastItem->GetSpellCharges(i) == 0)
					return SPELL_FAILED_NO_CHARGES_REMAIN;

		// consumable cast item checks
		if (proto->Class == ITEM_CLASS_CONSUMABLE && m_targets.GetUnitTarget())
		{
			// such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example
			SpellCastResult failReason = SPELL_CAST_OK;
			for (int i = 0; i < MAX_SPELL_EFFECTS; i++)
			{
				// skip check, pet not required like checks, and for TARGET_UNIT_PET m_targets.GetUnitTarget() is not the real target but the caster
				if (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_PET)
					continue;

				if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL)
				{
					if (m_targets.GetUnitTarget()->IsFullHealth())
					{
						failReason = SPELL_FAILED_ALREADY_AT_FULL_HEALTH;
						continue;
					}
					else
					{
						failReason = SPELL_CAST_OK;
						break;
					}
				}

				// Mana Potion, Rage Potion, Thistle Tea(Rogue), ...
				if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_ENERGIZE)
				{
					if (m_spellInfo->Effects[i].MiscValue < 0 || m_spellInfo->Effects[i].MiscValue >= int8(MAX_POWERS))
					{
						failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
						continue;
					}

					Powers power = Powers(m_spellInfo->Effects[i].MiscValue);
					if (m_targets.GetUnitTarget()->GetPower(power) == m_targets.GetUnitTarget()->GetMaxPower(power))
					{
						failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
						continue;
					}
					else
					{
						failReason = SPELL_CAST_OK;
						break;
					}
				}
			}
			if (failReason != SPELL_CAST_OK)
				return failReason;
		}
	}

	// check target item
	if (m_targets.GetItemTargetGUID())
	{
		if (m_caster->GetTypeId() != TYPEID_PLAYER)
			return SPELL_FAILED_BAD_TARGETS;

		if (!m_targets.GetItemTarget())
			return SPELL_FAILED_ITEM_GONE;

		if (!m_targets.GetItemTarget()->IsFitToSpellRequirements(m_spellInfo))
			return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
	}
	// if not item target then required item must be equipped
	else
	{
		//if (!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT))
		if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_caster->ToPlayer()->HasItemFitToSpellRequirements(m_spellInfo))
			return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
	}

	// check spell focus object
	if (m_spellInfo->RequiresSpellFocus)
	{
		CellCoord p(Trinity::ComputeCellCoord(m_caster->GetPositionX(), m_caster->GetPositionY()));
		Cell cell(p);

		GameObject* ok = NULL;
		Trinity::GameObjectFocusCheck go_check(m_caster, m_spellInfo->RequiresSpellFocus);
		Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck> checker(m_caster, ok, go_check);

		TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
		Map& map = *m_caster->GetMap();
		cell.Visit(p, object_checker, map, *m_caster, m_caster->GetVisibilityRange());

		if (!ok)
			return SPELL_FAILED_REQUIRES_SPELL_FOCUS;

		focusObject = ok;                                   // game object found in range
	}

	// do not take reagents for these item casts
	if (!(m_CastItem && m_CastItem->GetTemplate()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST))
	{
		bool checkReagents = !(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST) && !p_caster->CanNoReagentCast(m_spellInfo);
		// Not own traded item (in trader trade slot) requires reagents even if triggered spell
		if (!checkReagents)
			if (Item* targetItem = m_targets.GetItemTarget())
				if (targetItem->GetOwnerGUID() != m_caster->GetGUID())
					checkReagents = true;

		// check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case.
		if (checkReagents)
		{
			for (uint32 i = 0; i < MAX_SPELL_REAGENTS; i++)
			{
				if (m_spellInfo->Reagent[i] <= 0)
					continue;

				uint32 itemid = m_spellInfo->Reagent[i];
				uint32 itemcount = m_spellInfo->ReagentCount[i];

				// if CastItem is also spell reagent
				if (m_CastItem && m_CastItem->GetEntry() == itemid)
				{
					ItemTemplate const* proto = m_CastItem->GetTemplate();
					if (!proto)
						return SPELL_FAILED_ITEM_NOT_READY;
					for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
					{
						// CastItem will be used up and does not count as reagent
						int32 charges = m_CastItem->GetSpellCharges(s);
						if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
						{
							++itemcount;
							break;
						}
					}
				}
				if (!p_caster->HasItemCount(itemid, itemcount))
					return SPELL_FAILED_REAGENTS;
			}
		}

		// check totem-item requirements (items presence in inventory)
		uint32 totems = 2;
		for (int i = 0; i < 2; ++i)
		{
			if (m_spellInfo->Totem[i] != 0)
			{
				if (p_caster->HasItemCount(m_spellInfo->Totem[i]))
				{
					totems -= 1;
					continue;
				}
			}
			else
				totems -= 1;
		}
		if (totems != 0)
			return SPELL_FAILED_TOTEMS;
	}

	// special checks for spell effects
	for (int i = 0; i < MAX_SPELL_EFFECTS; i++)
	{
		switch (m_spellInfo->Effects[i].Effect)
		{
		case SPELL_EFFECT_CREATE_ITEM:
		case SPELL_EFFECT_CREATE_ITEM_2:
		{
			if (!IsTriggered() && m_spellInfo->Effects[i].ItemType)
			{
				ItemPosCountVec dest;
				InventoryResult msg = p_caster->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
				if (msg != EQUIP_ERR_OK)
				{
					ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);
					// TODO: Needs review
					if (pProto && !(pProto->ItemLimitCategory))
					{
						p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->Effects[i].ItemType);
						return SPELL_FAILED_DONT_REPORT;
					}
					else
					{
						if (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (m_spellInfo->SpellFamilyFlags[0] & 0x40000000)))
							return SPELL_FAILED_TOO_MANY_OF_ITEM;
						else if (!(p_caster->HasItemCount(m_spellInfo->Effects[i].ItemType)))
							return SPELL_FAILED_TOO_MANY_OF_ITEM;
						else
							p_caster->CastSpell(m_caster, m_spellInfo->Effects[EFFECT_1].CalcValue(), false);        // move this to anywhere
						return SPELL_FAILED_DONT_REPORT;
					}
				}
			}
			break;
		}
		case SPELL_EFFECT_ENCHANT_ITEM:
			if (m_spellInfo->Effects[i].ItemType && m_targets.GetItemTarget()
				&& (m_targets.GetItemTarget()->IsVellum()))
			{
				// cannot enchant vellum for other player
				if (m_targets.GetItemTarget()->GetOwner() != m_caster)
					return SPELL_FAILED_NOT_TRADEABLE;
				// do not allow to enchant vellum from scroll made by vellum-prevent exploit
				if (m_CastItem && m_CastItem->GetTemplate()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST)
					return SPELL_FAILED_TOTEM_CATEGORY;
				ItemPosCountVec dest;
				InventoryResult msg = p_caster->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
				if (msg != EQUIP_ERR_OK)
				{
					p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->Effects[i].ItemType);
					return SPELL_FAILED_DONT_REPORT;
				}
			}
		case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC:
		{
			Item* targetItem = m_targets.GetItemTarget();
			if (!targetItem)
				return SPELL_FAILED_ITEM_NOT_FOUND;

			if (targetItem->GetTemplate()->ItemLevel < m_spellInfo->BaseLevel)
				return SPELL_FAILED_LOWLEVEL;

			bool isItemUsable = false;
			for (uint8 e = 0; e < MAX_ITEM_PROTO_SPELLS; ++e)
			{
				ItemTemplate const* proto = targetItem->GetTemplate();
				if (proto->Spells[e].SpellId && (
					proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE ||
					proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE))
				{
					isItemUsable = true;
					break;
				}
			}

			SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(m_spellInfo->Effects[i].MiscValue);
			// do not allow adding usable enchantments to items that have use effect already
			if (pEnchant && isItemUsable)
				for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
					if (pEnchant->type[s] == ITEM_ENCHANTMENT_TYPE_USE_SPELL)
						return SPELL_FAILED_ON_USE_ENCHANT;

			// Not allow enchant in trade slot for some enchant type
			if (targetItem->GetOwner() != m_caster)
			{
				if (!pEnchant)
					return SPELL_FAILED_ERROR;
				if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
					return SPELL_FAILED_NOT_TRADEABLE;
			}
			break;
		}
		case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
		{
			Item* item = m_targets.GetItemTarget();
			if (!item)
				return SPELL_FAILED_ITEM_NOT_FOUND;
			// Not allow enchant in trade slot for some enchant type
			if (item->GetOwner() != m_caster)
			{
				uint32 enchant_id = m_spellInfo->Effects[i].MiscValue;
				SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
				if (!pEnchant)
					return SPELL_FAILED_ERROR;
				if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
					return SPELL_FAILED_NOT_TRADEABLE;
			}
			break;
		}
		case SPELL_EFFECT_ENCHANT_HELD_ITEM:
			// check item existence in effect code (not output errors at offhand hold item effect to main hand for example
			break;
		case SPELL_EFFECT_DISENCHANT:
		{
			if (!m_targets.GetItemTarget())
				return SPELL_FAILED_CANT_BE_DISENCHANTED;

			// prevent disenchanting in trade slot
			if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
				return SPELL_FAILED_CANT_BE_DISENCHANTED;

			ItemTemplate const* itemProto = m_targets.GetItemTarget()->GetTemplate();
			if (!itemProto)
				return SPELL_FAILED_CANT_BE_DISENCHANTED;

			uint32 item_quality = itemProto->Quality;
			// 2.0.x addon: Check player enchanting level against the item disenchanting requirements
			uint32 item_disenchantskilllevel = itemProto->RequiredDisenchantSkill;
			if (item_disenchantskilllevel == uint32(-1))
				return SPELL_FAILED_CANT_BE_DISENCHANTED;
			if (item_disenchantskilllevel > p_caster->GetSkillValue(SKILL_ENCHANTING))
				return SPELL_FAILED_LOW_CASTLEVEL;
			if (item_quality > 4 || item_quality < 2)
				return SPELL_FAILED_CANT_BE_DISENCHANTED;
			if (itemProto->Class != ITEM_CLASS_WEAPON && itemProto->Class != ITEM_CLASS_ARMOR)
				return SPELL_FAILED_CANT_BE_DISENCHANTED;
			if (!itemProto->DisenchantID)
				return SPELL_FAILED_CANT_BE_DISENCHANTED;
			break;
		}
		case SPELL_EFFECT_PROSPECTING:
		{
			if (!m_targets.GetItemTarget())
				return SPELL_FAILED_CANT_BE_PROSPECTED;
			//ensure item is a prospectable ore
			if (!(m_targets.GetItemTarget()->GetTemplate()->Flags & ITEM_PROTO_FLAG_PROSPECTABLE))
				return SPELL_FAILED_CANT_BE_PROSPECTED;
			//prevent prospecting in trade slot
			if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
				return SPELL_FAILED_CANT_BE_PROSPECTED;
			//Check for enough skill in jewelcrafting
			uint32 item_prospectingskilllevel = m_targets.GetItemTarget()->GetTemplate()->RequiredSkillRank;
			if (item_prospectingskilllevel >p_caster->GetSkillValue(SKILL_JEWELCRAFTING))
				return SPELL_FAILED_LOW_CASTLEVEL;
			//make sure the player has the required ores in inventory
			if (m_targets.GetItemTarget()->GetCount() < 5)
				return SPELL_FAILED_NEED_MORE_ITEMS;

			if (!LootTemplates_Prospecting.HaveLootFor(m_targets.GetItemTargetEntry()))
				return SPELL_FAILED_CANT_BE_PROSPECTED;

			break;
		}
		case SPELL_EFFECT_MILLING:
		{
			if (!m_targets.GetItemTarget())
				return SPELL_FAILED_CANT_BE_MILLED;
			//ensure item is a millable herb
			if (!(m_targets.GetItemTarget()->GetTemplate()->Flags & ITEM_PROTO_FLAG_MILLABLE))
				return SPELL_FAILED_CANT_BE_MILLED;
			//prevent milling in trade slot
			if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
				return SPELL_FAILED_CANT_BE_MILLED;
			//Check for enough skill in inscription
			uint32 item_millingskilllevel = m_targets.GetItemTarget()->GetTemplate()->RequiredSkillRank;
			if (item_millingskilllevel >p_caster->GetSkillValue(SKILL_INSCRIPTION))
				return SPELL_FAILED_LOW_CASTLEVEL;
			//make sure the player has the required herbs in inventory
			if (m_targets.GetItemTarget()->GetCount() < 5)
				return SPELL_FAILED_NEED_MORE_ITEMS;

			if (!LootTemplates_Milling.HaveLootFor(m_targets.GetItemTargetEntry()))
				return SPELL_FAILED_CANT_BE_MILLED;

			break;
		}
		case SPELL_EFFECT_WEAPON_DAMAGE:
		case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_TARGET_NOT_PLAYER;

			if (m_attackType != RANGED_ATTACK)
				break;

			Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(m_attackType);
			if (!pItem || pItem->IsBroken())
				return SPELL_FAILED_EQUIPPED_ITEM;

			switch (pItem->GetTemplate()->SubClass)
			{
			case ITEM_SUBCLASS_WEAPON_THROWN:
			{
				uint32 ammo = pItem->GetEntry();
				if (!m_caster->ToPlayer()->HasItemCount(ammo))
					return SPELL_FAILED_NO_AMMO;
			};
			break;
			case ITEM_SUBCLASS_WEAPON_GUN:
			case ITEM_SUBCLASS_WEAPON_BOW:
			case ITEM_SUBCLASS_WEAPON_CROSSBOW:
			case ITEM_SUBCLASS_WEAPON_WAND:
				break;
			default:
				break;
			}
			break;
		}
		case SPELL_EFFECT_CREATE_MANA_GEM:
		{
			uint32 item_id = m_spellInfo->Effects[i].ItemType;
			ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item_id);

			if (!pProto)
				return SPELL_FAILED_ITEM_AT_MAX_CHARGES;

			if (Item* pitem = p_caster->GetItemByEntry(item_id))
			{
				for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
					if (pProto->Spells[x].SpellCharges != 0 && pitem->GetSpellCharges(x) == pProto->Spells[x].SpellCharges)
						return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
			}
			break;
		}
		default:
			break;
		}
	}

	// check weapon presence in slots for main/offhand weapons
	if (/*!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT) && */
		m_spellInfo->EquippedItemClass >= 0)
	{
		// main hand weapon required
		if (m_spellInfo->AttributesEx3 & SPELL_ATTR3_MAIN_HAND)
		{
			Item* item = m_caster->ToPlayer()->GetWeaponForAttack(BASE_ATTACK);

			// skip spell if no weapon in slot or broken
			if (!item || item->IsBroken())
				return (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;

			// skip spell if weapon not fit to triggered spell
			if (!item->IsFitToSpellRequirements(m_spellInfo))
				return (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
		}

		// offhand hand weapon required
		if (m_spellInfo->AttributesEx3 & SPELL_ATTR3_REQ_OFFHAND)
		{
			Item* item = m_caster->ToPlayer()->GetWeaponForAttack(OFF_ATTACK);

			// skip spell if no weapon in slot or broken
			if (!item || item->IsBroken())
				return (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;

			// skip spell if weapon not fit to triggered spell
			if (!item->IsFitToSpellRequirements(m_spellInfo))
				return (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
		}
	}

	return SPELL_CAST_OK;
}

void Spell::Delayed() // only called in DealDamage()
{
	if (!m_caster)// || m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	//if (m_spellState == SPELL_STATE_DELAYED)
	//    return;                                             // spell is active and can't be time-backed

	if (isDelayableNoMore())                                 // Spells may only be delayed twice
		return;

	// spells not loosing casting time (slam, dynamites, bombs..)
	//if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
	//    return;

	//check pushback reduce
	int32 delaytime = 500;                                  // spellcasting delay is normally 500ms
	int32 delayReduce = 100;                                // must be initialized to 100 for percent modifiers
	m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this);
	delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100;
	if (delayReduce >= 100)
		return;

	AddPct(delaytime, -delayReduce);

	if (m_timer + delaytime > m_casttime)
	{
		delaytime = m_casttime - m_timer;
		m_timer = m_casttime;
	}
	else
		m_timer += delaytime;

	sLog->outInfo(LOG_FILTER_SPELLS_AURAS, "Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);

	WorldPacket data(SMSG_SPELL_DELAYED, 8 + 4);
	data.append(m_caster->GetPackGUID());
	data << uint32(delaytime);

	m_caster->SendMessageToSet(&data, true);
}

void Spell::DelayedChannel()
{
	if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
		return;

	if (isDelayableNoMore())                                    // Spells may only be delayed twice
		return;

	//check pushback reduce
	int32 delaytime = CalculatePct(m_spellInfo->GetDuration(), 25); // channeling delay is normally 25% of its time per hit
	int32 delayReduce = 100;                                    // must be initialized to 100 for percent modifiers
	m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this);
	delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100;
	if (delayReduce >= 100)
		return;

	AddPct(delaytime, -delayReduce);

	if (m_timer <= delaytime)
	{
		delaytime = m_timer;
		m_timer = 0;
	}
	else
		m_timer -= delaytime;

	sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);

	for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
		if ((*ihit).missCondition == SPELL_MISS_NONE)
			if (Unit* unit = (m_caster->GetGUID() == ihit->targetGUID) ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
				unit->DelayOwnedAuras(m_spellInfo->Id, m_originalCasterGUID, delaytime);

	// partially interrupt persistent area auras
	if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id))
		dynObj->Delay(delaytime);

	SendChannelUpdate(m_timer);
}

void Spell::UpdatePointers()
{
	if (m_originalCasterGUID == m_caster->GetGUID())
		m_originalCaster = m_caster;
	else
	{
		m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
		if (m_originalCaster && !m_originalCaster->IsInWorld())
			m_originalCaster = NULL;
	}

	if (m_castItemGUID && m_caster->GetTypeId() == TYPEID_PLAYER)
		m_CastItem = m_caster->ToPlayer()->GetItemByGuid(m_castItemGUID);

	m_targets.Update(m_caster);

	// further actions done only for dest targets
	if (!m_targets.HasDst())
		return;

	// cache last transport
	WorldObject* transport = NULL;

	// update effect destinations (in case of moved transport dest target)
	for (uint8 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
	{
		SpellDestination& dest = m_destTargets[effIndex];
		if (!dest._transportGUID)
			continue;

		if (!transport || transport->GetGUID() != dest._transportGUID)
			transport = ObjectAccessor::GetWorldObject(*m_caster, dest._transportGUID);

		if (transport)
		{
			dest._position.Relocate(transport);
			dest._position.RelocateOffset(dest._transportOffset);
		}
	}
}

CurrentSpellTypes Spell::GetCurrentContainer() const
{
	if (IsNextMeleeSwingSpell())
		return(CURRENT_MELEE_SPELL);
	else if (IsAutoRepeat())
		return(CURRENT_AUTOREPEAT_SPELL);
	else if (m_spellInfo->IsChanneled())
		return(CURRENT_CHANNELED_SPELL);
	else
		return(CURRENT_GENERIC_SPELL);
}

bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
{
	switch (m_spellInfo->Effects[eff].ApplyAuraName)
	{
	case SPELL_AURA_MOD_POSSESS:
	case SPELL_AURA_MOD_CHARM:
	case SPELL_AURA_MOD_POSSESS_PET:
	case SPELL_AURA_AOE_CHARM:
		if (target->GetTypeId() == TYPEID_UNIT && target->IsVehicle())
			return false;
		if (target->IsMounted())
			return false;
		if (target->GetCharmerGUID())
			return false;
		if (int32 damage = CalculateDamage(eff, target))
			if ((int32)target->getLevel() > damage)
				return false;
		break;
	default:
		break;
	}

	// A redirected spell should always hit
	if (_redirected)
		return true;

	bool alreadyChecked = false;
	// Spells like Shadowfury
	if (m_targets.HasDst() && !m_targets.HasTraj())
	{
		alreadyChecked = true;
		if (target->IsWithinLOS(m_targets.GetDstPos()->GetPositionX(), m_targets.GetDstPos()->GetPositionY(), m_targets.GetDstPos()->GetPositionZ()))
			return true;
	}

	if (!alreadyChecked)
	{
		if (IsTriggered() && !m_spellInfo->Effects[eff].TriggeredNeedsLosChecks())
			return true;

		if (m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS)
			return true;
	}

	// todo: shit below shouldn't be here, but it's temporary
	//Check targets for LOS visibility (except spells without range limitations)
	switch (m_spellInfo->Effects[eff].Effect)
	{
	case SPELL_EFFECT_RESURRECT_NEW:
		// player far away, maybe his corpse near?
		if (target != m_caster && !target->IsWithinLOSInMap(m_caster))
		{
			if (!m_targets.GetCorpseTargetGUID())
				return false;

			Corpse* corpse = ObjectAccessor::GetCorpse(*m_caster, m_targets.GetCorpseTargetGUID());
			if (!corpse)
				return false;

			if (target->GetGUID() != corpse->GetOwnerGUID())
				return false;

			if (!corpse->IsWithinLOSInMap(m_caster))
				return false;
		}

		// all ok by some way or another, skip normal check
		break;
	default:                                            // normal case
		// Get GO cast coordinates if original caster -> GO
		WorldObject* caster = NULL;
		if (IS_GAMEOBJECT_GUID(m_originalCasterGUID))
			caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
		if (!caster)
			caster = m_caster;
		if (target != m_caster && !target->IsWithinLOSInMap(caster))
			return false;
		break;
	}

	return true;
}

bool Spell::IsNextMeleeSwingSpell() const
{
	return m_spellInfo->Attributes & SPELL_ATTR0_ON_NEXT_SWING;
}

bool Spell::IsAutoActionResetSpell() const
{
	// TODO: changed SPELL_INTERRUPT_FLAG_AUTOATTACK -> SPELL_INTERRUPT_FLAG_INTERRUPT to fix compile - is this check correct at all?
	return !IsTriggered() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_INTERRUPT);
}

bool Spell::IsNeedSendToClient() const
{
	return m_spellInfo->SpellVisual[0] || m_spellInfo->SpellVisual[1] || m_spellInfo->IsChanneled() ||
		(m_spellInfo->AttributesEx8 & SPELL_ATTR8_AURA_SEND_AMOUNT) || m_spellInfo->Speed > 0.0f || (!m_triggeredByAuraSpell && !IsTriggered());
}

bool Spell::HaveTargetsForEffect(uint8 effect) const
{
	for (std::list<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
		if (itr->effectMask & (1 << effect))
			return true;

	for (std::list<GOTargetInfo>::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
		if (itr->effectMask & (1 << effect))
			return true;

	for (std::list<ItemTargetInfo>::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr)
		if (itr->effectMask & (1 << effect))
			return true;

	return false;
}

SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
	m_Spell = spell;
}

SpellEvent::~SpellEvent()
{
	if (m_Spell->getState() != SPELL_STATE_FINISHED)
		m_Spell->cancel();

	if (m_Spell->IsDeletable())
	{
		delete m_Spell;
	}
	else
	{
		sLog->outError(LOG_FILTER_SPELLS_AURAS, "~SpellEvent: %s %u tried to delete non-deletable spell %u. Was not deleted, causes memory leak.",
			(m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUIDLow(), m_Spell->m_spellInfo->Id);
		ASSERT(false);
	}
}

bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
{
	// update spell if it is not finished
	if (m_Spell->getState() != SPELL_STATE_FINISHED)
		m_Spell->update(p_time);

	// check spell state to process
	switch (m_Spell->getState())
	{
	case SPELL_STATE_FINISHED:
	{
		// spell was finished, check deletable state
		if (m_Spell->IsDeletable())
		{
			// check, if we do have unfinished triggered spells
			return true;                                // spell is deletable, finish event
		}
		// event will be re-added automatically at the end of routine)
	} break;

	case SPELL_STATE_DELAYED:
	{
		// first, check, if we have just started
		if (m_Spell->GetDelayStart() != 0)
		{
			// no, we aren't, do the typical update
			// check, if we have channeled spell on our hands
			/*
			if (m_Spell->m_spellInfo->IsChanneled())
			{
			// evented channeled spell is processed separately, casted once after delay, and not destroyed till finish
			// check, if we have casting anything else except this channeled spell and autorepeat
			if (m_Spell->GetCaster()->IsNonMeleeSpellCasted(false, true, true))
			{
			// another non-melee non-delayed spell is casted now, abort
			m_Spell->cancel();
			}
			else
			{
			// Set last not triggered spell for apply spellmods
			((Player*)m_Spell->GetCaster())->SetSpellModTakingSpell(m_Spell, true);
			// do the action (pass spell to channeling state)
			m_Spell->handle_immediate();

			// And remove after effect handling
			((Player*)m_Spell->GetCaster())->SetSpellModTakingSpell(m_Spell, false);
			}
			// event will be re-added automatically at the end of routine)
			}
			else
			*/
			{
				// run the spell handler and think about what we can do next
				uint64 t_offset = e_time - m_Spell->GetDelayStart();
				uint64 n_offset = m_Spell->handle_delayed(t_offset);
				if (n_offset)
				{
					// re-add us to the queue
					m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false);
					return false;                       // event not complete
				}
				// event complete
				// finish update event will be re-added automatically at the end of routine)
			}
		}
		else
		{
			// delaying had just started, record the moment
			m_Spell->SetDelayStart(e_time);
			// re-plan the event for the delay moment
			m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
			return false;                               // event not complete
		}
	} break;

	default:
	{
		// all other states
		// event will be re-added automatically at the end of routine)
	} break;
	}

	// spell processing not complete, plan event on the next update interval
	m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false);
	return false;                                           // event not complete
}

void SpellEvent::Abort(uint64 /*e_time*/)
{
	// oops, the spell we try to do is aborted
	if (m_Spell->getState() != SPELL_STATE_FINISHED)
		m_Spell->cancel();
}

bool SpellEvent::IsDeletable() const
{
	return m_Spell->IsDeletable();
}

bool Spell::IsValidDeadOrAliveTarget(Unit const* target) const
{
	if (target->isAlive())
		return !m_spellInfo->IsRequiringDeadTarget();
	if (m_spellInfo->IsAllowingDeadTarget())
		return true;
	return false;
}

void Spell::HandleLaunchPhase()
{
	// handle effects with SPELL_EFFECT_HANDLE_LAUNCH mode
	for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		// don't do anything for empty effect
		if (!m_spellInfo->Effects[i].IsEffect())
			continue;

		HandleEffects(NULL, NULL, NULL, i, SPELL_EFFECT_HANDLE_LAUNCH);
	}

	float multiplier[MAX_SPELL_EFFECTS];
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		if (m_applyMultiplierMask & (1 << i))
			multiplier[i] = m_spellInfo->Effects[i].CalcDamageMultiplier(m_originalCaster, this);

	for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		TargetInfo& target = *ihit;

		uint32 mask = target.effectMask;
		if (!mask)
			continue;

		DoAllEffectOnLaunchTarget(target, multiplier);
	}
}

void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier)
{
	Unit* unit = NULL;
	// In case spell hit target, do all effect on that target
	if (targetInfo.missCondition == SPELL_MISS_NONE || targetInfo.missCondition == SPELL_MISS_REFLECT)
		unit = m_caster->GetGUID() == targetInfo.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, targetInfo.targetGUID);
	if (!unit)
		return;

	for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		if (targetInfo.effectMask & (1 << i))
		{
			m_damage = 0;
			m_healing = 0;

			HandleEffects(unit, NULL, NULL, i, SPELL_EFFECT_HANDLE_LAUNCH_TARGET);

			if (m_damage > 0)
			{
				if (m_spellInfo->Effects[i].IsTargetingArea())
				{
					m_damage = int32(float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask));
					if (m_caster->GetTypeId() == TYPEID_UNIT)
						m_damage = int32(float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask));

					if (m_caster->GetTypeId() == TYPEID_PLAYER)
					{
						uint32 targetAmount = m_UniqueTargetInfo.size();
						if (targetAmount > 10)
							m_damage = m_damage * 10 / targetAmount;
					}
				}
			}

			if (m_applyMultiplierMask & (1 << i))
			{
				m_damage = int32(m_damage * m_damageMultipliers[i]);
				m_damageMultipliers[i] *= multiplier[i];
			}
			targetInfo.damage += m_damage;
		}
	}

	targetInfo.crit = m_caster->isSpellCrit(unit, m_spellInfo, m_spellSchoolMask, m_attackType, this);
}

SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
{
	if (!lockId)                                             // possible case for GO and maybe for items.
		return SPELL_CAST_OK;

	// Get LockInfo
	LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);

	if (!lockInfo)
		return SPELL_FAILED_BAD_TARGETS;

	bool reqKey = false;                                    // some locks not have reqs

	for (int j = 0; j < MAX_LOCK_CASE; ++j)
	{
		switch (lockInfo->Type[j])
		{
			// check key item (many fit cases can be)
		case LOCK_KEY_ITEM:
			if (lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry() == lockInfo->Index[j])
				return SPELL_CAST_OK;
			reqKey = true;
			break;
			// check key skill (only single first fit case can be)
		case LOCK_KEY_SKILL:
		{
			reqKey = true;

			// wrong locktype, skip
			if (uint32(m_spellInfo->Effects[effIndex].MiscValue) != lockInfo->Index[j])
				continue;

			skillId = SkillByLockType(LockType(lockInfo->Index[j]));

			if (skillId != SKILL_NONE)
			{
				reqSkillValue = lockInfo->Skill[j];

				// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
				skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ?
					0 : m_caster->ToPlayer()->GetSkillValue(skillId);

				// Pickpocketing is based on Playerlevels
				if (m_spellInfo->Id == 1804 && skillId == SKILL_LOCKPICKING)
					skillValue = 5 * m_caster->getLevel();

				// skill bonus provided by casting spell (mostly item spells)
				// add the effect base points modifier from the spell casted (cheat lock / skeleton key etc.)
				if (m_spellInfo->Effects[effIndex].TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET || m_spellInfo->Effects[effIndex].TargetB.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET)
					skillValue += m_spellInfo->Effects[effIndex].CalcValue();

				if (skillValue < reqSkillValue)
					return SPELL_FAILED_LOW_CASTLEVEL;
			}

			return SPELL_CAST_OK;
		}
		}
	}

	if (reqKey)
		return SPELL_FAILED_BAD_TARGETS;

	return SPELL_CAST_OK;
}

void Spell::SetSpellValue(SpellValueMod mod, int32 value)
{
	switch (mod)
	{
	case SPELLVALUE_BASE_POINT0:
		m_spellValue->EffectBasePoints[0] = m_spellInfo->Effects[EFFECT_0].CalcBaseValue(value);
		break;
	case SPELLVALUE_BASE_POINT1:
		m_spellValue->EffectBasePoints[1] = m_spellInfo->Effects[EFFECT_1].CalcBaseValue(value);
		break;
	case SPELLVALUE_BASE_POINT2:
		m_spellValue->EffectBasePoints[2] = m_spellInfo->Effects[EFFECT_2].CalcBaseValue(value);
		break;
	case SPELLVALUE_RADIUS_MOD:
		m_spellValue->RadiusMod = (float)value / 10000;
		break;
	case SPELLVALUE_MAX_TARGETS:
		m_spellValue->MaxAffectedTargets = (uint32)value;
		break;
	case SPELLVALUE_AURA_STACK:
		m_spellValue->AuraStackAmount = uint8(value);
		break;
	}
}

void Spell::PrepareTargetProcessing()
{
	CheckEffectExecuteData();
}

void Spell::FinishTargetProcessing()
{
	SendLogExecute();
}

void Spell::InitEffectExecuteData(uint8 effIndex)
{
	ASSERT(effIndex < MAX_SPELL_EFFECTS);
	if (!m_effectExecuteData[effIndex])
	{
		m_effectExecuteData[effIndex] = new ByteBuffer(0x20);
		// first dword - target counter
		*m_effectExecuteData[effIndex] << uint32(1);
	}
	else
	{
		// increase target counter by one
		uint32 count = (*m_effectExecuteData[effIndex]).read<uint32>(0);
		(*m_effectExecuteData[effIndex]).put<uint32>(0, ++count);
	}
}

void Spell::CheckEffectExecuteData()
{
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
		ASSERT(!m_effectExecuteData[i]);
}

void Spell::LoadScripts()
{
	sScriptMgr->CreateSpellScripts(m_spellInfo->Id, m_loadedScripts);
	for (std::list<SpellScript*>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end();)
	{
		if (!(*itr)->_Load(this))
		{
			std::list<SpellScript*>::iterator bitr = itr;
			++itr;
			delete (*bitr);
			m_loadedScripts.erase(bitr);
			continue;
		}
		sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::LoadScripts: Script `%s` for spell `%u` is loaded now", (*itr)->_GetScriptName()->c_str(), m_spellInfo->Id);
		(*itr)->Register();
		++itr;
	}
}

void Spell::CallScriptBeforeCastHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_CAST);
		std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->BeforeCast.end(), hookItr = (*scritr)->BeforeCast.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);

		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptOnCastHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_CAST);
		std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->OnCast.end(), hookItr = (*scritr)->OnCast.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);

		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptAfterCastHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_CAST);
		std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->AfterCast.end(), hookItr = (*scritr)->AfterCast.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);

		(*scritr)->_FinishScriptCall();
	}
}

SpellCastResult Spell::CallScriptCheckCastHandlers()
{
	SpellCastResult retVal = SPELL_CAST_OK;
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_CHECK_CAST);
		std::list<SpellScript::CheckCastHandler>::iterator hookItrEnd = (*scritr)->OnCheckCast.end(), hookItr = (*scritr)->OnCheckCast.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
		{
			SpellCastResult tempResult = (*hookItr).Call(*scritr);
			if (retVal == SPELL_CAST_OK)
				retVal = tempResult;
		}

		(*scritr)->_FinishScriptCall();
	}
	return retVal;
}

void Spell::PrepareScriptHitHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
		(*scritr)->_InitHit();
}

bool Spell::CallScriptEffectHandlers(SpellEffIndex effIndex, SpellEffectHandleMode mode)
{
	// execute script effect handler hooks and check if effects was prevented
	bool preventDefault = false;
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		std::list<SpellScript::EffectHandler>::iterator effItr, effEndItr;
		SpellScriptHookType hookType;
		switch (mode)
		{
		case SPELL_EFFECT_HANDLE_LAUNCH:
			effItr = (*scritr)->OnEffectLaunch.begin();
			effEndItr = (*scritr)->OnEffectLaunch.end();
			hookType = SPELL_SCRIPT_HOOK_EFFECT_LAUNCH;
			break;
		case SPELL_EFFECT_HANDLE_LAUNCH_TARGET:
			effItr = (*scritr)->OnEffectLaunchTarget.begin();
			effEndItr = (*scritr)->OnEffectLaunchTarget.end();
			hookType = SPELL_SCRIPT_HOOK_EFFECT_LAUNCH_TARGET;
			break;
		case SPELL_EFFECT_HANDLE_HIT:
			effItr = (*scritr)->OnEffectHit.begin();
			effEndItr = (*scritr)->OnEffectHit.end();
			hookType = SPELL_SCRIPT_HOOK_EFFECT_HIT;
			break;
		case SPELL_EFFECT_HANDLE_HIT_TARGET:
			effItr = (*scritr)->OnEffectHitTarget.begin();
			effEndItr = (*scritr)->OnEffectHitTarget.end();
			hookType = SPELL_SCRIPT_HOOK_EFFECT_HIT_TARGET;
			break;
		case SPELL_EFFECT_HANDLE_HIT_TARGET_FIRST:
			return false;
		default:
			ASSERT(false);
			return false;
		}
		(*scritr)->_PrepareScriptCall(hookType);
		for (; effItr != effEndItr; ++effItr)
			// effect execution can be prevented
			if (!(*scritr)->_IsEffectPrevented(effIndex) && (*effItr).IsEffectAffected(m_spellInfo, effIndex))
				(*effItr).Call(*scritr, effIndex);

		if (!preventDefault)
			preventDefault = (*scritr)->_IsDefaultEffectPrevented(effIndex);

		(*scritr)->_FinishScriptCall();
	}
	return preventDefault;
}

void Spell::CallScriptBeforeHitHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_HIT);
		std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->BeforeHit.end(), hookItr = (*scritr)->BeforeHit.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);

		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptOnHitHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_HIT);
		std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->OnHit.end(), hookItr = (*scritr)->OnHit.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);

		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptAfterHitHandlers()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_HIT);
		std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->AfterHit.end(), hookItr = (*scritr)->AfterHit.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);

		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptDispel()
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_SUCCESSFUL_DISPEL);
		std::list<SpellScript::DispelHandler>::iterator hookItrEnd = (*scritr)->OnSuccessfulDispel.end(), hookItr = (*scritr)->OnSuccessfulDispel.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			(*hookItr).Call(*scritr);
		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptObjectAreaTargetSelectHandlers(std::list<WorldObject*>& targets, SpellEffIndex effIndex)
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT);
		std::list<SpellScript::ObjectAreaTargetSelectHandler>::iterator hookItrEnd = (*scritr)->OnObjectAreaTargetSelect.end(), hookItr = (*scritr)->OnObjectAreaTargetSelect.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			if ((*hookItr).IsEffectAffected(m_spellInfo, effIndex))
				(*hookItr).Call(*scritr, targets);

		(*scritr)->_FinishScriptCall();
	}
}

void Spell::CallScriptObjectTargetSelectHandlers(WorldObject*& target, SpellEffIndex effIndex)
{
	for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
	{
		(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT);
		std::list<SpellScript::ObjectTargetSelectHandler>::iterator hookItrEnd = (*scritr)->OnObjectTargetSelect.end(), hookItr = (*scritr)->OnObjectTargetSelect.begin();
		for (; hookItr != hookItrEnd; ++hookItr)
			if ((*hookItr).IsEffectAffected(m_spellInfo, effIndex))
				(*hookItr).Call(*scritr, target);

		(*scritr)->_FinishScriptCall();
	}
}

bool Spell::CheckScriptEffectImplicitTargets(uint32 effIndex, uint32 effIndexToCheck)
{
	// Skip if there are not any script
	if (!m_loadedScripts.size())
		return true;

	for (std::list<SpellScript*>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr)
	{
		std::list<SpellScript::ObjectTargetSelectHandler>::iterator targetSelectHookEnd = (*itr)->OnObjectTargetSelect.end(), targetSelectHookItr = (*itr)->OnObjectTargetSelect.begin();
		for (; targetSelectHookItr != targetSelectHookEnd; ++targetSelectHookItr)
			if (((*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && !(*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)) ||
				(!(*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && (*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)))
				return false;

		std::list<SpellScript::ObjectAreaTargetSelectHandler>::iterator areaTargetSelectHookEnd = (*itr)->OnObjectAreaTargetSelect.end(), areaTargetSelectHookItr = (*itr)->OnObjectAreaTargetSelect.begin();
		for (; areaTargetSelectHookItr != areaTargetSelectHookEnd; ++areaTargetSelectHookItr)
			if (((*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && !(*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)) ||
				(!(*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && (*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)))
				return false;
	}
	return true;
}

bool Spell::CanExecuteTriggersOnHit(uint8 effMask, SpellInfo const* triggeredByAura) const
{
	bool only_on_caster = (triggeredByAura && (triggeredByAura->AttributesEx4 & SPELL_ATTR4_PROC_ONLY_ON_CASTER));
	// If triggeredByAura has SPELL_ATTR4_PROC_ONLY_ON_CASTER then it can only proc on a casted spell with TARGET_UNIT_CASTER
	for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
	{
		if ((effMask & (1 << i)) && (!only_on_caster || (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_CASTER)))
			return true;
	}
	return false;
}

void Spell::PrepareTriggersExecutedOnHit()
{
	// todo: move this to scripts
	if (m_spellInfo->SpellFamilyName)
	{
		// There are some new ExcludeCasterAuraSpell entrys like Killing Spree for Fan of knives which makes this
		// incorrect. TODO: Find broad rule
		SpellInfo const* excludeCasterSpellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->ExcludeCasterAuraSpell);
		if (m_spellInfo->IsPositive() && excludeCasterSpellInfo && !excludeCasterSpellInfo->IsPositive())
			m_preCastSpell = m_spellInfo->ExcludeCasterAuraSpell;
		SpellInfo const* excludeTargetSpellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->ExcludeTargetAuraSpell);
		if (excludeTargetSpellInfo && !excludeTargetSpellInfo->IsPositive())
			m_preCastSpell = m_spellInfo->ExcludeTargetAuraSpell;
	}

	// todo: move this to scripts
	switch (m_spellInfo->SpellFamilyName)
	{
	case SPELLFAMILY_GENERIC:
	{
		// First Aid
		if (m_spellInfo->Mechanic == MECHANIC_BANDAGE)
			m_preCastSpell = 11196; // Debuff: Recently Bandaged
		break;
	}
	case SPELLFAMILY_MAGE:
	{
		// Permafrost
		if (m_spellInfo->SpellFamilyFlags[1] & 0x00001000 || m_spellInfo->SpellFamilyFlags[0] & 0x00100220)
			m_preCastSpell = 68391;
		break;
	}
	}

	// handle SPELL_AURA_ADD_TARGET_TRIGGER auras:
	// save auras which were present on spell caster on cast, to prevent triggered auras from affecting caster
	// and to correctly calculate proc chance when combopoints are present
	Unit::AuraEffectList const& targetTriggers = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER);
	for (Unit::AuraEffectList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
	{
		if (!(*i)->IsAffectingSpell(m_spellInfo))
			continue;
		SpellInfo const* auraSpellInfo = (*i)->GetSpellInfo();
		uint32 auraSpellIdx = (*i)->GetEffIndex();
		if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(auraSpellInfo->Effects[auraSpellIdx].TriggerSpell))
		{
			// calculate the chance using spell base amount, because aura amount is not updated on combo-points change
			// this possibly needs fixing
			int32 auraBaseAmount = (*i)->GetBaseAmount();
			// proc chance is stored in effect amount
			int32 chance = m_caster->CalculateSpellDamage(NULL, auraSpellInfo, auraSpellIdx, &auraBaseAmount);
			// build trigger and add to the list
			HitTriggerSpell spellTriggerInfo;
			spellTriggerInfo.triggeredSpell = spellInfo;
			spellTriggerInfo.triggeredByAura = auraSpellInfo;
			spellTriggerInfo.chance = chance * (*i)->GetBase()->GetStackAmount();
			m_hitTriggerSpells.push_back(spellTriggerInfo);
		}
	}
}

// Global cooldowns management
enum GCDLimits
{
	MIN_GCD = 1000,
	MAX_GCD = 1500
};

bool Spell::HasGlobalCooldown() const
{
	// Only player or controlled units have global cooldown
	if (m_caster->GetCharmInfo())
		return m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
	else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		return m_caster->ToPlayer()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
	else
		return false;
}

void Spell::TriggerGlobalCooldown()
{
	int32 gcd = m_spellInfo->StartRecoveryTime;
	if (!gcd)
		return;

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_COOLDOWN))
			return;

	// Global cooldown can't leave range 1..1.5 secs
	// There are some spells (mostly not casted directly by player) that have < 1 sec and > 1.5 sec global cooldowns
	// but as tests show are not affected by any spell mods.
	if (m_spellInfo->StartRecoveryTime >= MIN_GCD && m_spellInfo->StartRecoveryTime <= MAX_GCD)
	{
		// Apply haste rating
		gcd = int32(float(gcd) * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED));
		if (gcd < MIN_GCD)
			gcd = MIN_GCD;
		else if (gcd > MAX_GCD)
			gcd = MAX_GCD;
	}

	// gcd modifier auras are applied only to own spells and only players have such mods
	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_GLOBAL_COOLDOWN, gcd, this);

	if (gcd < 0)
		gcd = 0;

	// Only players or controlled units have global cooldown
	if (m_caster->GetCharmInfo())
		m_caster->GetCharmInfo()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
	else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
}

void Spell::CancelGlobalCooldown()
{
	if (!m_spellInfo->StartRecoveryTime)
		return;

	// Cancel global cooldown when interrupting current cast
	if (m_caster->GetCurrentSpell(CURRENT_GENERIC_SPELL) != this)
		return;

	// Only players or controlled units have global cooldown
	if (m_caster->GetCharmInfo())
		m_caster->GetCharmInfo()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
	else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_caster->ToPlayer()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
}

namespace Trinity
{

	WorldObjectSpellTargetCheck::WorldObjectSpellTargetCheck(Unit* caster, Unit* referer, SpellInfo const* spellInfo,
		SpellTargetCheckTypes selectionType, ConditionList* condList) : _caster(caster), _referer(referer), _spellInfo(spellInfo),
		_targetSelectionType(selectionType), _condList(condList)
	{
		if (condList)
			_condSrcInfo = new ConditionSourceInfo(NULL, caster);
		else
			_condSrcInfo = NULL;
	}

	WorldObjectSpellTargetCheck::~WorldObjectSpellTargetCheck()
	{
		if (_condSrcInfo)
			delete _condSrcInfo;
	}

	bool WorldObjectSpellTargetCheck::operator()(WorldObject* target)
	{
		if (_spellInfo->CheckTarget(_caster, target, true) != SPELL_CAST_OK)
			return false;
		Unit* unitTarget = target->ToUnit();
		if (Corpse* corpseTarget = target->ToCorpse())
		{
			// use ofter for party/assistance checks
			if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID()))
				unitTarget = owner;
			else
				return false;
		}
		if (unitTarget)
		{
			switch (_targetSelectionType)
			{
			case TARGET_CHECK_ENEMY:
				if (unitTarget->isTotem())
					return false;
				if (!_caster->_IsValidAttackTarget(unitTarget, _spellInfo))
					return false;
				break;
			case TARGET_CHECK_ALLY:
				if (unitTarget->isTotem())
					return false;
				if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo))
					return false;
				break;
			case TARGET_CHECK_PARTY:
				if (unitTarget->isTotem())
					return false;
				if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo))
					return false;
				if (!_referer->IsInPartyWith(unitTarget))
					return false;
				break;
			case TARGET_CHECK_RAID_CLASS:
				if (_referer->getClass() != unitTarget->getClass())
					return false;
				// nobreak;
			case TARGET_CHECK_RAID:
				if (unitTarget->isTotem())
					return false;
				if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo))
					return false;
				if (!_referer->IsInRaidWith(unitTarget))
					return false;
				break;
			default:
				break;
			}
		}
		if (!_condSrcInfo)
			return true;
		_condSrcInfo->mConditionTargets[0] = target;
		return sConditionMgr->IsObjectMeetToConditions(*_condSrcInfo, *_condList);
	}

	WorldObjectSpellNearbyTargetCheck::WorldObjectSpellNearbyTargetCheck(float range, Unit* caster, SpellInfo const* spellInfo,
		SpellTargetCheckTypes selectionType, ConditionList* condList)
		: WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList), _range(range), _position(caster)
	{
	}

	bool WorldObjectSpellNearbyTargetCheck::operator()(WorldObject* target)
	{
		float dist = target->GetDistance(*_position);
		if (dist < _range && WorldObjectSpellTargetCheck::operator ()(target))
		{
			_range = dist;
			return true;
		}
		return false;
	}

	WorldObjectSpellAreaTargetCheck::WorldObjectSpellAreaTargetCheck(float range, Position const* position, Unit* caster,
		Unit* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList)
		: WorldObjectSpellTargetCheck(caster, referer, spellInfo, selectionType, condList), _range(range), _position(position)
	{
	}

	bool WorldObjectSpellAreaTargetCheck::operator()(WorldObject* target)
	{
		if (!target->IsWithinDist3d(_position, _range))
			return false;
		return WorldObjectSpellTargetCheck::operator ()(target);
	}

	WorldObjectSpellConeTargetCheck::WorldObjectSpellConeTargetCheck(float coneAngle, float range, Unit* caster,
		SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList)
		: WorldObjectSpellAreaTargetCheck(range, caster, caster, caster, spellInfo, selectionType, condList), _coneAngle(coneAngle)
	{
	}

	bool WorldObjectSpellConeTargetCheck::operator()(WorldObject* target)
	{
		if (_spellInfo->AttributesCu & SPELL_ATTR0_CU_CONE_BACK)
		{
			if (!_caster->isInBack(target, _coneAngle))
				return false;
		}
		else if (_spellInfo->AttributesCu & SPELL_ATTR0_CU_CONE_LINE)
		{
			if (!_caster->HasInLine(target, _caster->GetObjectSize()))
				return false;
		}
		else
		{
			if (!_caster->isInFront(target, _coneAngle))
				return false;
		}
		return WorldObjectSpellAreaTargetCheck::operator ()(target);
	}

	WorldObjectSpellTrajTargetCheck::WorldObjectSpellTrajTargetCheck(float range, Position const* position, Unit* caster, SpellInfo const* spellInfo)
		: WorldObjectSpellAreaTargetCheck(range, position, caster, caster, spellInfo, TARGET_CHECK_DEFAULT, NULL)
	{
	}

	bool WorldObjectSpellTrajTargetCheck::operator()(WorldObject* target)
	{
		// return all targets on missile trajectory (0 - size of a missile)
		if (!_caster->HasInLine(target, 0))
			return false;
		return WorldObjectSpellAreaTargetCheck::operator ()(target);
	}

} //namespace Trinity
